echo2361 wrote:Interesting ideas. They might be too ambitious for pre-launch but maybe they would make good post-launch considerations? I've seen both of them before in other games.
echo2361 wrote:SOTS has a freighter pool mechanic that allows for pirate/enemy raiding.
wminsing wrote:1. While submarine warfare is one model of commerce raiding, prior to the introduction of the submarine commerce raiding was HUGE part of the Age of Sail. So commerce raiding doesn't have to rely on stealth per see (though detection ranges in the Age of Sail were obviously much less than they are today, or SiS), just the ability to get your ship into areas were enemy shipping would be plentiful. Whether that's possible in the SiS technological framework I'm not sure.
wminsing wrote:1a) So what are the technological assumptions for SiS FTL drives? I see some of the fluff refers to them as warp lanes, but given some of the later techs allow you to redirect fleets mid-transit it obviously can't be a literal path in space like a wormhole. Can ships warp right up to planetary orbit (seems like yes given you can warp out of combat) or is there some sort of 'hyper limit'?
wminsing wrote:1b) Given there appear to be plans to create systems that inhibit FTL movement in various ways, one possibility, as echo2361 discusses, could be a system that allows you pull an enemy ship into 'realspace' with you, providing a way to catch freighters between systems.
So yes, you could potentially attack trade vessels if you send a fleet into an undefended enemy system, but once there you can do a lot worse than raid shipping, since fleets can bombard and destroy planetary settlements.
wminsing wrote:I guess my point is I like the tactical engine of the game, and I'm just trying to brainstorm ways to add more scenarios beyond fleet slugfest and planetary assault.
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