The raid effectiveness is calculated as
attacker strength / (attacker strength + defender strength), with a minimum divisor of 1. Higher raid effectiveness increases the loot acquired, industry disruption length and stability penalty from the raid.
Nearby fleets allied to the target may prevent raids, but only if they want to fight.
A given target may only be raided once per day. Raiding a market repeatedly will increase its defender strength temporarily.
There is a chance to not lose any marines on the raid, if the attacker's strength is sufficiently high.
PlunderEditTry to acquire valuables, such as commodities, blueprints, and other items
Raiding for valuables will attempt to loot regular commodities based on what is stored at this colony, likely to include anything they produce.
If a Military Base is present there is a chance to loot weapons, fighters or hullmod modspecs. Note: This does not include Patrol HQ or Orbital Works and does include Sindria's Lion's Guard HQ, and only works if the base is not disrupted.
Any special items (Pristine Nanoforge, Corrupted Nanoforge, Synchrotron Core) or AI Cores that are in use then they could possibly be looted as well, leaving the plundered victim with long-term consequences.
The chance of more loot is influenced by increased raid effectiveness, having more ground force strength than the defenders.
DisruptEditDisrupt the operations of a specific industry or facility
Can only be executed if raid effectiveness is at least 40%.
Disruption duration does not stack; e.g. you cannot disrupt a target industry for four years by conducting four raids that disrupt it for a year each. If a colony or installation are plundered and raided enough, they will be abandoned by their owners, and become decivilized.
Tips & TricksEdit
- Your raid strength can be boosted with the Planetary Operations skill & by using ships with a Ground Support Package.
- Stability factors into the colony's ground defence strength. Consider a tactical bombardment, other destabilizing actions or triggering shortages to reduce an otherwise overwhelmingly strong target.
- Piracy can reduce stability & cause shortages. Taking out Comm Relays is usually simple. Hitting any other allied colonies in the system can help other threats like pirates to build up & provide a handy distraction.
- Dedicated defensive ground facilities Ground Defences / Heavy Batteries provide a massive ground defence bonus, so consider disrupting these.
- You cannot raid the same target again for exactly one in-game day.
- Raiding the same target repeatedly quickly will generate a stacking Defender Preparedness defensive bonus. This is often minimal after one raid but will stack very high after multiple raids. It does decay with time.
- Raiding a target with many defense fleets with minimal reputation loss can be tricky; you will need a distraction such as an expedition against them. Sit near the target with Transponder on, wait for the distraction to lure all the defense fleets a reasonable distance away. Go Dark and hit the target. Immediately toggle transponder back on.
- Raiding a spaceport is a good way to economically ruin the target market, potentially leading to its decivilization when combined with multiple other raids or bombardments.
- Probability of at least one blueprint is raid effectiveness + 50% (was: raid effectiveness / 4)
- (Assuming the colony has heavy industry and the faction has blueprints the player doesn't)
- Increased probability of modspec, weapon, and fighter LPC drops (similarly, RE + 50%)
Only up to date for version 0.9. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History