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 Raiding Revamp Proposal 
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Hey,

As we know it, hacking is working well and it's quite popular.. Raiding is *scoff* at best as evidenced in the galaxy leader board where hacking has huge numbers while raiding is medicore at best. It proves that raiding is not even attractive. Nobody is afraid of raiding as much as they are afraid of hacking.. I find myself hacking much more enjoyable than raiding. Raiding usually produces nothing other than crit raid for artifacts.

My easy proposal to bring raiding almost equally attractive as hacking.

Drop minerals as rewards for raiding. Simply add raiding ability to steal artifact points off players to you exactly the same way as hacking steals research points from players to you.. Players almost always save artifacts points up that certainly will make it very attractive. Of course you have to disable the ship only to raid for artifact points (bigger than research point per rank level due to disable requirement).

Of course, if you fail on your raid, you lose some of your artifact points to that defender.. For crit-fail, I prefer to lose my artifact to that defender rather than tactical officer death..

For example, against rank 100 enemy.. Hacks for 150 RP with chance of crit hack for a planet.. OR Disable ship then raid for 300 artifact points with chance of crit raid for artifact steal. I think that's fair enough.. :)

It sure beats the hell out of stealing minerals that nobody bothered to save.. I would believe that artifact points are much more valuable and almost always accessible than minerals to steal..

I would love to steal artifact points!! :)

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Mon Jul 05, 2010 6:59 am
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Nocifer Deathblade wrote:
Disable ship then raid for 300 artifact points with chance of crit raid for artifact steal

In my opinion, 300 artifacts points are more valuable than 150 rp (or should I say 100 artifact points is worth more than 150 rp)
Research can be gotten from artifacts/planets/scientist
Artifact points can be gotten from planets and planets alone

If this change was made, I am sure raiding would be the most lucrative business in PVP, too lucrative...
Perhaps another solution is needed

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Mon Jul 05, 2010 8:19 am
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to me 1000 artifact points are not as much worth as 200 rp

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Mon Jul 05, 2010 9:18 am
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I think the proposal is good except use mineral points instead and then artifact points for criticals.

Also, for counter-critical deduct a crew member and add it to the defender which the attacker can reclaim by paying ransom points LOL

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Mon Jul 05, 2010 9:53 am
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Barracuda wrote:
Nocifer Deathblade wrote:
Disable ship then raid for 300 artifact points with chance of crit raid for artifact steal

In my opinion, 300 artifacts points are more valuable than 150 rp (or should I say 100 artifact points is worth more than 150 rp)
Research can be gotten from artifacts/planets/scientist
Artifact points can be gotten from planets and planets alone

If this change was made, I am sure raiding would be the most lucrative business in PVP, too lucrative...
Perhaps another solution is needed


There! You think it would be too lucrative. Then my proposal works and this solution is good one and just need some little tweaking such as AP per raid maybe AP=RP formula. Remember.. AP sources will be increased down the road such as NPC farming that would give AP (I would wager that), etc.. Don't forget that.. Once this solution comes in, developer can easily improve AP sources to be in-line with RP sources anyway. It's not hard thing to do, heh.

Players here spent over 2 months trying to come up with a solution to improve raiding and I had seen nothing good so I decided to think of a solution recently and came up with my solution that seems is viable one and follows same analogy of hacking.. I like hacking and its system works well so I used it for the raiding system revamp so raiding can be as attractive as hacking. It gives players another choice to do other than just hack all the time. They cannot hack AND raid at the same time anyway but nice to have two routes to enjoy other than hack-only route where majority (very obvious) of players are on..

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Mon Jul 05, 2010 1:17 pm
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scavenging:
a critical success during a raid has a chance(decided by dan) to salvage a random ship module from the target. a salvaged ship module takes 95% condition damage when salvaged and must be repaired before use. tier rewards and npc modules cannot be stolen in this way.


just an idea

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Fri Aug 06, 2010 3:43 am
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I think regular success happened you gain an artifact and critical succes a module for 5% normal cost would be a system that atracts people more to raiding. +1 to this idea.

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The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!

viewtopic.php?f=7&t=9503 The 1.8 Adventure Update thread


Fri Aug 06, 2010 3:46 am
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I think this idea has merit. However, there's a few things that salvaging wouldn't make sense.

Engines. How would you disassemble a warp core, then haul it over at 95% damage and prone to warp breaches or massive energy detonation, then bring it into your ship and reverse engineer it? Keep in mind there's different races so they'll have different configurations in their ships to accomodate their physiques.

Warp nacelles. How would you shear off a nacelle, and graft it onto your ship with major damage to the nacelle, plus without heavy construction equipment to securely fasten the nacelle onto the ship? Otherwise it'd fly right off at the slightest structural stress.

Big Frakking Weapons. Stuff like WW-2 battleship heavy gun turrets, or a BFG gun like on the future Enterprise in "All Good Things" in Star Trek, Death Star's planet killer laser, huge siege guns, etc. It'd be extremely difficult to graft such heavy stuff onto your ship on the spot, or haul these weapons around. Imagine a BFG cannon 500 meters long and the victorious ship is only 400 meters long?

Modules that are more reasonable to steal / raid away from the victim...

Cloaking devices
Scanner arrays
Power relays
Hull plating (can weld it on the ship easy)
Computer cores
Small sized main weapons (like phaser emitters or black hole emitters or such)
Jammer systems
Shield generators

Just about any module that can be carried by squads of 5 people, can fit inside a corridor or room, or able to graft without heavy construction gear or work.


Fri Aug 06, 2010 5:49 am
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I actually disagree with this idea, as it means I will loose my psionic amplifier I still have from 40+ levels ago.

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Fri Aug 06, 2010 2:18 pm
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[quote="zophah":-]I actually disagree with this idea, as it means I will loose my psionic amplifier I still have from 40+ levels ago.[/quote:-]


like i said in the desc dude tier rewards and npc modules shouldnt be able to be stolen. simply cause the tier rewards are a 1 time thing and the npc modules are a pain to get.

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Fri Aug 06, 2010 2:59 pm
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Read my raid suggestion weeks ago at viewtopic.php?f=6&t=938&p=6926&hilit=raid#p6926

And it can work along with your raid suggestion..

I really want to raid for artifact points NOT useless, worthless minerals that players almost always emptied.. That suggestion is for non-critical raid. Your suggestion can work for crit-raid rewards..

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Fri Aug 06, 2010 5:13 pm
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Nocifer Deathblade wrote:
Read my raid suggestion weeks ago at viewtopic.php?f=6&t=938&p=6926&hilit=raid#p6926

And it can work along with your raid suggestion..

I really want to raid for artifact points NOT useless, worthless minerals that players almost always emptied.. That suggestion is for non-critical raid. Your suggestion can work for crit-raid rewards..



i agree with your idea for raiding too.
would be a nice addition to the game if both our ideas were imped.

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Fri Aug 06, 2010 5:32 pm
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kamuii wrote:

i agree with your idea for raiding too.
would be a nice addition to the game if both our ideas were imped.


Right.. Those ideas are far better than current raid system. As a proof.. Look at raid vs hack leaderboard. Hack clearly shows heavy use of hacking compared to raiding. It proves that hacking is more rewarding for same cost of 5 energy.. That points to the re-balancing need..

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Fri Aug 06, 2010 6:05 pm
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I actually support a more severe raid reward: a single artifact on a successful raid and a crew member on a critical success! The single artifact will always be the cheapest artifact-point wise, and never mission/NPC reward artifacts. The crew member is determined randomly, and never if the opponent is too low on crew members of that type (and never if they can't afford to loose any more).
This is a good reward considering that critical-failure is crew death!

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Sat Aug 07, 2010 1:53 am
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zophah wrote:
I actually support a more severe raid reward: a single artifact on a successful raid and a crew member on a critical success! The single artifact will always be the cheapest artifact-point wise, and never mission/NPC reward artifacts. The crew member is determined randomly, and never if the opponent is too low on crew members of that type (and never if they can't afford to loose any more).
This is a good reward considering that critical-failure is crew death!


I'd love to raid and loot a HyperTerraformer or Dyson Terraformer.


Sat Aug 07, 2010 4:12 am
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Veristek wrote:
zophah wrote:
I actually support a more severe raid reward: a single artifact on a successful raid and a crew member on a critical success! The single artifact will always be the cheapest artifact-point wise, and never mission/NPC reward artifacts. The crew member is determined randomly, and never if the opponent is too low on crew members of that type (and never if they can't afford to loose any more).
This is a good reward considering that critical-failure is crew death!


I'd love to raid and loot a HyperTerraformer or Dyson Terraformer.


Ha. It will not even happen. As soon as player gets that artifact, he/she will most likely use it immediately on the planet. They simply cannot wait. ;)

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Sat Aug 07, 2010 4:17 am
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Nocifer Deathblade wrote:
Veristek wrote:
zophah wrote:
I actually support a more severe raid reward: a single artifact on a successful raid and a crew member on a critical success! The single artifact will always be the cheapest artifact-point wise, and never mission/NPC reward artifacts. The crew member is determined randomly, and never if the opponent is too low on crew members of that type (and never if they can't afford to loose any more).
This is a good reward considering that critical-failure is crew death!


I'd love to raid and loot a HyperTerraformer or Dyson Terraformer.


Ha. It will not even happen. As soon as player gets that artifact, he/she will most likely use it immediately on the planet. They simply cannot wait. ;)

I dont know, if the internets taught me anything its that its a miracle that some people havnt drowned in their saliva, while standing up, yet.

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Sat Aug 07, 2010 4:23 am
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zophah wrote:
I actually support a more severe raid reward: a single artifact on a successful raid and a crew member on a critical success! The single artifact will always be the cheapest artifact-point wise, and never mission/NPC reward artifacts. The crew member is determined randomly, and never if the opponent is too low on crew members of that type (and never if they can't afford to loose any more).
This is a good reward considering that critical-failure is crew death!


Hell I'd give my crew member's family all the credits they need just to have a crew member blow up the raiders taking them away. :twisted: :twisted: :twisted: :twisted:
They are mine and may the raiders beware. I will never stop til I got them back. :lol: :lol:

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Sat Aug 07, 2010 6:07 am
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Sluawk wrote:
zophah wrote:
I actually support a more severe raid reward: a single artifact on a successful raid and a crew member on a critical success! The single artifact will always be the cheapest artifact-point wise, and never mission/NPC reward artifacts. The crew member is determined randomly, and never if the opponent is too low on crew members of that type (and never if they can't afford to loose any more).
This is a good reward considering that critical-failure is crew death!


Hell I'd give my crew member's family all the credits they need just to have a crew member blow up the raiders taking them away. :twisted: :twisted: :twisted: :twisted:
They are mine and may the raiders beware. I will never stop til I got them back. :lol: :lol:

All of mine wear vests with C4 in them :D

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Sat Aug 07, 2010 6:23 am
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My goal is to get raided ridiculously more than I get disabled at this point. Thank you limits. I've been stockpiling kurenite for an actual purpose, but it doubles as bait. One disable and 10 or so raids. I think AP raiding is the only reasonable way to buff it before waiting to see if it needs further buffs, which it probably does.

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Sat Aug 07, 2010 6:46 am
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