Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Talgo on November 24, 2018, 03:07:11 PM

Title: Raids are not legal grey areas
Post by: Talgo on November 24, 2018, 03:07:11 PM
(https://puu.sh/C78Gs/9b7dc2a7fe.jpg)
Suggestion: get rid of this garbage for factional attack fleets. Bombarding planets and destroying infrastructure is not a legal grey area, it is an act of war, regardless of whether you're doing it with your transponder on or off. In fact, out here in the real world, attacking a polity without a formal declaration of war is far more akin to a war crime than a "legal grey area". Taking a diplomatic hit of any size for foiling a faction's attempt to disrupt or destroy your colonies is downright insulting, and with these attacks usually consisting of multiple fleets, I usually rack up enough disfavor to end up well on the way to "hostile" by the time the dust settles. Sure I could then go do missions for them to raise my reputation back up, but A) why would I ever do favors for people who just tried to ruin me, and B) by the time I've recovered the lost rep, they're likely about to start planning another raid. Factions should either nut up and make a formal wardec after a point, or the player shouldn't be penalized at all for defending their colonies.
Title: Re: Raids are not legal grey areas
Post by: Deshara on November 24, 2018, 04:22:05 PM
Uhh, I'm pretty sure this exact mechanic is the game saying you can repel the attackers without incurring reputation penalties.
Like, it seems awful and weird that they can attack you without declaring war, but in this game "declaring war" is reputation penalties. So what you're complaining about is that the game isn't punishing you for defending your colonies.
I think the issue is player expectations from Civ games or whatever where war is a pre-requisite for an attack -- SS functions a lot more on Cold War style conflicts where different sides attempt war crimes on eachother hoping to toe the line of what others think is acceptable predicated on the assumption that A) if they're successful their victims wont be around anymore to speak up and B) if they aren't successful then they haven't committed any war crimes for their targets to speak up about.

If you want to go to war with a faction as a response to an attack, you can. It's up to you, the game won't stop you from rolling a fleet up on a military market of the faction that tried to saturate bomb your colony and laying waste
Title: Re: Raids are not legal grey areas
Post by: Serenitis on November 24, 2018, 04:43:44 PM
Uhh, I'm pretty sure this exact mechanic is the game saying you can repel the attackers without incurring reputation penalties.
You can't. You being involved in (or otherwise joining) a battle to defend your colony gives you -rep with the faction that owns the attacking fleet.
Your patrols fleets however, can.
This means the only way the avoid -rep with attacking factions is to avoid fighting yourself, and let your guys do it. Which is boring.

Title: Re: Raids are not legal grey areas
Post by: Soychi on November 24, 2018, 04:47:39 PM
Yea, having run into this myself, the negative relation hit makes it feel like I'm the bad guy. I'm not the bad guy for defending my people and property.
Title: Re: Raids are not legal grey areas
Post by: Deshara on November 24, 2018, 04:50:16 PM
Uhh, I'm pretty sure this exact mechanic is the game saying you can repel the attackers without incurring reputation penalties.
You can't. You being involved in (or otherwise joining) a battle to defend your colony gives you -rep with the faction that owns the attacking fleet.
Your patrols fleets however, can.
This means the only way the avoid -rep with attacking factions is to avoid fighting yourself, and let your guys do it. Which is boring.



I just reinforced a defense and only got a rep hit for running down the defeated fleet. I don't think you're getting a rep hit for defending yourself, you're getting a rep hit for murdering the merchant fleet supporting the (defeated) military raid. I think if you let the backliners run home w/o incident you don't get any hit
Title: Re: Raids are not legal grey areas
Post by: Talgo on November 24, 2018, 05:28:40 PM
Uhh, I'm pretty sure this exact mechanic is the game saying you can repel the attackers without incurring reputation penalties.
Every single individual engagement you have in the defense of your colony incurs a 3 point penalty, the last time I got attacked the Perseans sent what must have been at least five fleets, and they seem to be attacking that colony at least three times a year. At this point they're pretty far beyond ever gaining favor with but it's still obnoxious. Sure I could go raid all their markets until they destabilize and just wipe the faction out entirely, but just killing all the other factions is a nice way to end up with a boring sector where nothing happens except pirate and pather bounties. Having to drop what you're doing to respond to an attack or potentially suffer the consequences of a raid should be penalty enough for contesting their market shares, not an endless stream of suicides that inevitably leads to a state of permanent hostilities.

I just reinforced a defense and only got a rep hit for running down the defeated fleet. I don't think you're getting a rep hit for defending yourself, you're getting a rep hit for murdering the merchant fleet supporting the (defeated) military raid. I think if you let the backliners run home w/o incident you don't get any hit
If vaping the poor sods in a retreat is what sets off the rep hit then that's still a problem, because when you get a warning that your system is under attack then the natural response is "well I better go break out the big guns then". But if you try to intercept the raider fleets with a big fleet of your own, they will always run away from you, which means any engagement you force with them will be a pursuit that drags the logistics ships into the fight. So what am I supposed to do then if killing the logistics ships is the problem? Bring a smaller fleet so they don't run away and up ganked by the four other task forces joining the battle when I make contact? Stand around and wait for them to engage the battlestation or my patrols? Neither option sounds fun. Besides:
Spoiler
(https://puu.sh/C7cNl/5f2df880ae.jpg)
[close]
Persean League Task Force attacks my station (after the popup has already listed the raid as "Defeated", mind you), I go to assist.

Spoiler
(https://puu.sh/C7cWn/5087d6dd07.jpg)
[close]
The Perseans are defeated, no pursuit is given, -3 rep.

Spoiler
(https://puu.sh/C7d15/249ab171fa.jpg)
[close]
Tritachyon raiders are engaged with my patrols, I go to assist.

Spoiler
(http://puu.sh/C7dd4/c635cf1a6f.jpg)
[close]
The Tritachs are defeated, no pursuit is given, -3 rep.
Title: Re: Raids are not legal grey areas
Post by: Cik on November 24, 2018, 05:59:32 PM
those rules of war you are talking about don't really exist senpai, the reason they exist is that if anyone breaks them they will be killed by the UN.

there is no UN in this setting. you are killing their citizens and servants, they don't like it, so they drop your rep.

they want you to die and you're being damn inconvenient by refusing :^)
Title: Re: Raids are not legal grey areas
Post by: SafariJohn on November 24, 2018, 06:16:17 PM
This means the only way the avoid -rep with attacking factions is to avoid fighting yourself, and let your guys do it. Which is boring.

On the one side, the problem is that you get dinged for protecting yourself from (semi-)covert hostile actions.

On the other, the problem is your faction uses your personal rep instead of its own faction rep. In some ways it makes sense (your faction is you at the beginning), but in others it doesn't (why does your million population faction's rep with other factions depend solely on your actions?).
Title: Re: Raids are not legal grey areas
Post by: TJJ on November 24, 2018, 06:25:18 PM
This means the only way the avoid -rep with attacking factions is to avoid fighting yourself, and let your guys do it. Which is boring.

On the one side, the problem is that you get dinged for protecting yourself from (semi-)covert hostile actions.

On the other, the problem is your faction uses your personal rep instead of its own faction rep. In some ways it makes sense (your faction is you at the beginning), but in others it doesn't (why does your million population faction's rep with other factions depend solely on your actions?).

Speak for yourself!
I'm the benevolent dictator over more than 100 Billion human slaves workers, and a few dozen AI masters overseers!  ;D
Title: Re: Raids are not legal grey areas
Post by: Talgo on November 24, 2018, 07:01:32 PM
those rules of war you are talking about don't really exist senpai, the reason they exist is that if anyone breaks them they will be killed by the UN.

there is no UN in this setting. you are killing their citizens and servants, they don't like it, so they drop your rep.

they want you to die and you're being damn inconvenient by refusing :^)
Next time you try being smug make sure you aren't wrong first, atrocities and some degree war regulations obviously exist in the context of this universe too. Regardless of the nonexistence of a stellar UN, there are some actions a faction can take in the sector that are widely regarded as wrong- raiding fleets approaching with transponders off is a clear indicator that they are fully aware that they're up to no good, because once an actual war breaks out fleets keep their transponders on even though it would be to their advantage to keep them off; the fact the game mentions that legal gray areas even exist is a dead giveaway some kind of codified law exists, because if there was no law there would be no grey areas; saturation bombing markets is explicitly labeled as an atrocity and leads to instant hostilities with all civilized factions, etc.
You're missing the entire point of the post anyway, factions throwing hissy fits because you caught them red-handed doing things they weren't supposed to do makes it feel like this universe is populated with nine year olds and leads to a tiresome gameplay experience where you get unavoidably locked into hostilities with other factions.
Title: Re: Raids are not legal grey areas
Post by: Schwartz on November 24, 2018, 07:48:05 PM
The loss of standing for defending your colonies is fixed for the next version already, if I read Alex's comment in the patch thread right.

Yes it's weird that these hostilities don't come with an automatic negative rep. But this is a mechanic that helps the player much more than the other faction. If you were automatically at war, all your profits would go into the toilet very quicky due to accessibility drop, and you'd have to worry about more than just expedition fleets on top of that. Think of it as a cold war system to put pressure on the player without penalizing him too hard.
Title: Re: Raids are not legal grey areas
Post by: Histidine on November 24, 2018, 08:08:20 PM
Reminder: The issue here is that you get rep hits for personally fighting the expedition forces. Any proposal that "fixes" it by making the attacking faction as a whole hostile to the player is an anti-solution, because it leaves the player worse off by taking away their decision on whether to escalate.
Title: Re: Raids are not legal grey areas
Post by: XazoTak on November 24, 2018, 08:58:36 PM
those rules of war you are talking about don't really exist senpai, the reason they exist is that if anyone breaks them they will be killed by the UN.

there is no UN in this setting. you are killing their citizens and servants, they don't like it, so they drop your rep.

they want you to die and you're being damn inconvenient by refusing :^)
I kind of like the idea of a UN in this game.
Star Ruler 2 has one, and it's a selfish squabble disguised as benevolent cooperation. I love it.
Title: Re: Raids are not legal grey areas
Post by: Deshara on November 25, 2018, 01:33:28 AM
Reminder: The issue here is that you get rep hits for personally fighting the expedition forces. Any proposal that "fixes" it by making the attacking faction as a whole hostile to the player is an anti-solution, because it leaves the player worse off by taking away their decision on whether to escalate.

I remember thinking the same thing as OP initially and having to sit down and think this exact thing thru myself. It's funny how the way that this is presented to the player in-game gives the exact opposite impression of what's going on than what is actually being done -- it manages to present it in a way that feels like the player is being robbed of opportunity to retaliate rather than what's happening IE being given the option to not retaliate.
I think it's an issue that comes with the saturation bombardment mechanic's punishment sharing the same game; It gives the impression that anybody cares what you do to people outside their faction. I think it needs to be pointed out to the player better that nobody cares if you retaliate against the Hegemony for raiding you -- as long as you don't saturation bomb them.
(and probably people should go to war with whoever attacked you if they saturation bomb you too, for fairness's sake)
Title: Re: Raids are not legal grey areas
Post by: Shad on November 25, 2018, 02:09:42 AM
The annoyance is more the inconsistency. If your patrols/stations hunt down the raid to the last ship, it's all fine, but if you join in, it's -3 for every engagment.

It needs to be one or the other. Either no rep loss at all (logical, as the offending state has no official reason complain), or penaties regardless of you prsonal involment.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 25, 2018, 05:22:06 AM
I reached the point where factions send at least three huge endgame fleets at my colony.  This is not a legal gray area, this is an act of war.  Doubly so if one of them steals my relays (which my fleets do not reclaim due to not being hostile with the attacking faction at large).  If I personally get involved in the fighting (which I should to safeguard my star fortress), I bleed rep like crazy, so I need to let the patrols auto-resolve as much as possible to avoid rep loss.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 25, 2018, 06:34:54 AM
Come to think of it, if my fleet needs to have transponder off to raid without the defending faction becoming hostile at me, their fleets should have their transponders off when they decide to raid my planet too (provided attacking faction is not hostile; if it is, no point then).  I guess that makes them harder to spot, but if you plan to fight them, you know you will camp on your battlestation until they come to you where not seeing them early enough is not a problem.

P.S.  And if transponders are off, and my market does not have free port, it would be nice if I can tell my patrols to harass them for no transponder.  (I probably would keep relaxed transponder rules so I do not need it on myself.)
Title: Re: Raids are not legal grey areas
Post by: nomadic_leader on November 25, 2018, 11:57:52 AM
The faction wants loot and they are attacking you to get it. They are making a war... you should be happy to lose -3 rather than going straight to -100. How would more rep hit help you? Invaders behave this way all the time in the real world.

The player shouldn't get to setup a bunch of colonies and extract profit from them unless you really have the power to hold them, or the money/political clout. What the game needs are more diplomatic mechanics. if you're tired of fighting off invasions and getting rep dings, you should be able to  become a vassal state or protectorate of a faction by paying them each month to leave you alone, give you positive rep, and/or help protect you from raids by other factions. (At least until they start demanding even more)

As for the UN's effectiveness... Krim, Aleppo, Kigali, Vukovar, etc. It's a forum to make sure the big factions don't accidentally have a nuclear war; not to help the little guys.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 25, 2018, 01:03:15 PM
I should not lose rep if I fight because I do not lose rep if my patrols autoresolve those fights for me.  Star Fortress is only worth it if you can join the fight and watch the carnage (and you lose rep doing so).  Otherwise, the extra drain on upkeep makes it impractical compared to simple battlestation.  I read that enemies can destroy battlestation/star fortress so relying on its stability/defense bonuses may not be the best idea.
Title: Re: Raids are not legal grey areas
Post by: Gothars on November 25, 2018, 01:13:31 PM
Some ideas and comments:

- To archive plausible deniability, factions only send mercenaries/hired pirates on expeditions, as long as your are not hostile (or vengeful) with them. Nothing you do to these fleets has any impact on relationships. If you are hostile, they send their own (stronger) fleets.

- Pirates don't usually attack a well defended colony, they focus on raiding transport fleets. If pirates attack a planet, they were usually paid by someone to do it.

- You might find hints on their employer in the wreckage of a defeated pirate/mercenary fleet, or at a bar at their place of origin. You can use that evidence to pressure the faction and gain reputation/monetary compensation.

- The frequency of expeditions scales with your relationship to a faction.

- In general, the frequency of expeditions is much reduced. A reduced market impact of (fledgling) player colonies should be a main reason for that.

- The player raiding a market with their identity known (transponder on) greatly reduces relationship status, it's an act of war. You have to sneak/battle your way in with transponders off, or hire mercenaries/pirates yourself.




Title: Re: Raids are not legal grey areas
Post by: Grievous69 on November 25, 2018, 01:17:36 PM
Wait you can hire pirates to do the dirty work? Is this from a mod or I forgot what was in all those blog posts? Never saw an option for that in the game, at least not yet.
Title: Re: Raids are not legal grey areas
Post by: Gothars on November 25, 2018, 01:20:56 PM
Sorry, no, these are just suggestions ;)
Title: Re: Raids are not legal grey areas
Post by: Grievous69 on November 25, 2018, 01:27:48 PM
**Notices this was posted in Suggestions** I blame Alex for my sleep deprivation  :)
Title: Re: Raids are not legal grey areas
Post by: SCC on November 25, 2018, 01:53:03 PM
Some ideas and comments:

- To archive plausible deniability, factions only send mercenaries/hired pirates on expeditions, as long as your are not hostile (or vengeful) with them. Nothing you do to these fleets has any impact on relationships. If you are hostile, they send their own (stronger) fleets.
In general, I'd like to have the trouble escalate in less dramatic fashion, and a part of these would be corsairs. Something like, in order
It would be nice if these had alternative resolutions. Can you imagine Tri-Tachyon coming in, saying that you broke their copyright/patent and they're ready to sue you for millions of credits, but, in private, perhaps they can allow you to use that copyright/patent if you go and raid a colony that's cutting into their profits.
Title: Re: Raids are not legal grey areas
Post by: XazoTak on November 25, 2018, 01:54:28 PM
This is the exact reason I haven't even made a colony yet, despite having almost 700k from tonnes of illegal trade.
I'm trying to join the pirates and get on the good side of Luddic Path, and can't afford the rep loss from defence since it's so hard to gain rep.
Getting rep will be easier once they let me do things like trade openly and join fights on their side.
Title: Re: Raids are not legal grey areas
Post by: Schwartz on November 25, 2018, 07:10:26 PM
I'd like the pirate thing, if not for the fact that by endgame, I'm already tired of fighting the same old pirate ships (and Ludd ships). Please, please not more of the same. The faction ships provide more challenge and variety.
Title: Re: Raids are not legal grey areas
Post by: intrinsic_parity on November 25, 2018, 08:20:34 PM
Pirate bases really become an annoying chore in end game. They are not difficult or interesting, just an annoyance I have to go through to maintain my colony income. They should scale back as your defenses scale up, and let factions be the real threat.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 25, 2018, 08:26:33 PM
Pirates are okay occasionally.  They are more annoying as gigantic 40+ ship fleets (breaking fleet cap again?!) that lurk behind distress calls.  What I loathe most are Pathers because they can disrupt and ignore your defenses.  If not for the Intel exploit, finding them can be very frustrating.  At least you can chill in a bar for pirate base locations, and major factions are kind enough to tell you were they come from.
Title: Re: Raids are not legal grey areas
Post by: TaLaR on November 25, 2018, 08:51:20 PM
Pirates are okay occasionally.  They are more annoying as gigantic 40+ ship fleets (breaking fleet cap again?!) that lurk behind distress calls. 

Is there any real reason to respond to distress calls? At best you get a bit indy Rep. I think it was 3 Rep for 10 fuel + whatever amount of fuel you burn getting there.
Title: Re: Raids are not legal grey areas
Post by: nomadic_leader on November 26, 2018, 01:07:42 AM
Diplomacy and intelligent faction decision making are the solution to the annoyance  everyone is expressing.

You should be able to sign treaties to pay off factions/pirates.

Nobody should bother attacking the colony unless they have like a 75% chance of winning. They should just harass fleets instead. Would you mount a giant attack that you're probably going to lose? No. Why should the AI? Because fun? Well, obviously it isn't fun for anyone.

The rep hits yes I get that it sucks and it's annoying, but you can't expect to amass a bunch of goodies and not expect people to try to take it away. Its dog eat dog out there. It doesn't make sense though that it depends on whether you personally participate or not.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 26, 2018, 04:46:36 AM
Pirates are okay occasionally.  They are more annoying as gigantic 40+ ship fleets (breaking fleet cap again?!) that lurk behind distress calls. 

Is there any real reason to respond to distress calls? At best you get a bit indy Rep. I think it was 3 Rep for 10 fuel + whatever amount of fuel you burn getting there.
I do not get those very often.  More often, I get a derelict ship I can loot.  Sometimes, I get more crew.  One time, an officer joined.
Title: Re: Raids are not legal grey areas
Post by: TaLaR on November 26, 2018, 04:50:27 AM
Pirates are okay occasionally.  They are more annoying as gigantic 40+ ship fleets (breaking fleet cap again?!) that lurk behind distress calls. 
Is there any real reason to respond to distress calls? At best you get a bit indy Rep. I think it was 3 Rep for 10 fuel + whatever amount of fuel you burn getting there.
I do not get those very often.  More often, I get a derelict ship I can loot.  Sometimes, I get more crew.  One time, an officer joined.
I guess extra officer is good enough.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 26, 2018, 05:01:31 AM
What would be great for a distress call find is a two-skill administrator.  I have not found an administrator from a distress call.
Title: Re: Raids are not legal grey areas
Post by: Vind on November 26, 2018, 08:15:14 AM
Player colonies is not recognized as separate sector power - they are part of independents group. At least in theory. So why any other powers must pay attention and obey any rules? You are nothing to them - just another independent world/worlds.
Title: Re: Raids are not legal grey areas
Post by: TaLaR on November 26, 2018, 08:22:47 AM
Player colonies is not recognized as separate sector power - they are part of independents group. At least in theory. So why any other powers must pay attention and obey any rules? You are nothing to them - just another independent world/worlds.

You are, until you start having much more success at raiding/bombarding them, than they have against you. At which point a rational being should rethink their world picture.
Title: Re: Raids are not legal grey areas
Post by: Megas on November 26, 2018, 08:53:12 AM
An independent faction that may have a bigger colony and military than any single faction, and dominates the market in every commodity.  Some "nobody" the player is.
Title: Re: Raids are not legal grey areas
Post by: PCCL on November 26, 2018, 10:54:35 AM
Diplomacy and intelligent faction decision making are the solution to the annoyance  everyone is expressing...

Nobody should bother attacking the colony unless they have like a 75% chance of winning. They should just harass fleets instead. Would you mount a giant attack that you're probably going to lose? No. Why should the AI? Because fun? Well, obviously it isn't fun for anyone.

I agree.

Unfortunately, Alex seems to be stuck in the thought process of more-explosions == more fun (See suicidal pirates who will attack you right after you wipe out a fleet twice its size without breaking a sweat). While to an extent that is true, I feel like the game currently offers too much of a good thing in that regard.

Battles are good, but one can only wipe out the same pirate junker fleet so many times before it gets boring.
Title: Re: Raids are not legal grey areas
Post by: Mordgier on November 26, 2018, 12:46:03 PM
The rep hits yes I get that it sucks and it's annoying, but you can't expect to amass a bunch of goodies and not expect people to try to take it away. Its dog eat dog out there. It doesn't make sense though that it depends on whether you personally participate or not.

You can have a commission with a faction, positive standing, and they'll STILL stick try to raid your colonies.

It's a bit absurd.

It would make more sense if you dominating a market caused standing decay and THEN the raids started - but as is - it's terrible design.
Title: Re: Raids are not legal grey areas
Post by: Histidine on November 26, 2018, 04:21:06 PM
The player's commissioning faction sending expeditions against the player is going away in 0.9.1, at least.
Title: Re: Raids are not legal grey areas
Post by: Mordgier on November 26, 2018, 07:41:08 PM
The player's commissioning faction sending expeditions against the player is going away in 0.9.1, at least.

Yeah - this is a good change.

Still - getting raided by a faction who has an actual trade convoy in my system at the same time as their raiding fleet is profoundly jarring.

I don't mind the raids at all. They absolutely need to exist - but the lore needs work.

I'm totally cool with Hedgemony sending "mercenary" fleets who are not flying their flag to raid me while they are busy pretending to be my friend while wishing I were dead.

It's the "Were friends, but I'm going to stab you in the back and get angry with you if you defend yourself!" that I find irritating.

Treat the raiders as an invasion fleet either with an association but no penalties, or no association. Or let the raiding fleets grant me a "casus belli" for 30 days or something to retaliate via a raid without a standing loss.

Finally in the late game the AI just keeps sending their hopelessly outmatched fleets into the meatgrinder with no real purpose.
Title: Re: Raids are not legal grey areas
Post by: nathanebht on November 27, 2018, 12:16:12 AM
Uh, when I first colonized you enter a faction name. My planets show that faction name which I entered. Didn't I create a new faction and I'm no longer independent?

If I get a commission (not done this in 0.9a) in the Hegemony faction and then colonize, wouldn't I have added a new planet to the Hegemony faction?
Title: Re: Raids are not legal grey areas
Post by: RedHellion on November 27, 2018, 12:32:58 AM
Uh, when I first colonized you enter a faction name. My planets show that faction name which I entered. Didn't I create a new faction and I'm no longer independent?

If I get a commission (not done this in 0.9a) in the Hegemony faction and then colonize, wouldn't I have added a new planet to the Hegemony faction?

I think as soon as you colonize you always create your own independent faction - even if you're under commission with another major faction (haven't tried this in 0.9a yet either). Your colonies (and yourself) are always going to be treated as a separate faction, unless part of the next full release is adding full (or separate) diplomacy mechanics so that the player faction can actually be a separate entity or can choose to have their colonies and such be part of an existing faction.

I imagine it currently as if I personally would be under mercenary contract with the Hegemony, but my faction as a whole isn't and is still separate. Though this doesn't work great in practice since your (and your faction's) reputation are treated as the same thing, and your faction doesn't seem to have any separate faction-level diplomacy available at the moment (faction invasion fleets, your own faction raiding fleets, giving your faction orders, declaring war and making peace or other treaty negotiations, etc)
Title: Re: Raids are not legal grey areas
Post by: nomadic_leader on November 27, 2018, 01:36:08 AM
Diplomacy and intelligent faction decision making are the solution to the annoyance  everyone is expressing...

Nobody should bother attacking the colony unless they have like a 75% chance of winning. They should just harass fleets instead. Would you mount a giant attack that you're probably going to lose? No. Why should the AI? Because fun? Well, obviously it isn't fun for anyone.

I agree.

Unfortunately, Alex seems to be stuck in the thought process of more-explosions == more fun (See suicidal pirates who will attack you right after you wipe out a fleet twice its size without breaking a sweat). While to an extent that is true, I feel like the game currently offers too much of a good thing in that regard.

Battles are good, but one can only wipe out the same pirate junker fleet so many times before it gets boring.

Yea, that's an issue.

In 0.8 I started to make a mod that would allow you to bribe pirate fleets that attack you, probably using faction file booleans and floats to determine which factions, how much, and under what circumstances they take bribes to let you go. But then I remembered I had real life stuff to do. amazing such a basic feature it isn't in there, given how much people complain about pirate attacks early on. Instead we have the convoluted solution of the tutorial stipend, I guess.

Many enjoy the repetitive, mindless (in a good way) combat megabattles because that's what the game was in the beginning and that's what they came for. But it isn't that anymore, and those mindless battles make no sense in the context of the rest of the game as it has evolved. But there's still this dogma that combat is the center and the best part of the game, the player must always be fighting, etc. To me, exploration seems the most polished and fun aspect of the game, while combat feels slow and awkward (is anything more boring than 3 early-game civilian-ish frigates fighting?); usually a foregone conclusion you have to sit that interrupts what you're doing in campaign.
Title: Re: Raids are not legal grey areas
Post by: TrashMan on November 27, 2018, 01:46:39 AM
(https://puu.sh/C78Gs/9b7dc2a7fe.jpg)
Suggestion: get rid of this garbage for factional attack fleets. Bombarding planets and destroying infrastructure is not a legal grey area, it is an act of war, regardless of whether you're doing it with your transponder on or off. In fact, out here in the real world, attacking a polity without a formal declaration of war is far more akin to a war crime than a "legal grey area". Taking a diplomatic hit of any size for foiling a faction's attempt to disrupt or destroy your colonies is downright insulting, and with these attacks usually consisting of multiple fleets, I usually rack up enough disfavor to end up well on the way to "hostile" by the time the dust settles. Sure I could then go do missions for them to raise my reputation back up, but A) why would I ever do favors for people who just tried to ruin me, and B) by the time I've recovered the lost rep, they're likely about to start planning another raid. Factions should either nut up and make a formal wardec after a point, or the player shouldn't be penalized at all for defending their colonies.

But friend, don't you know that that evil colony had weapons of mass destruction and was gassing childrenz?
Their leader is Literaly Hitler.
It's all over the news. They deserve a good bombing!