G'day folks. Got an idea or three for the raid fleet idea as seen in present version; hopefully you'll like them.
So, I'm guessing that it's not intended for raid fleets to basically invalidate small-scale actions by rolling in with three times the force either side who instigated combat started with, nor do I think they were intended to spawn swiftly enough that many AI ships are drawn in a long line between the default hyperspace emergence point and the base location to be eaten and surpassed by the raid fleet that followed them. This often actually ends the fight for you; the raid fleet will pincer the enemy force between your ships and theirs resulting in a very one-sided victory in some cases. Though, I want three-way fighting, and I like the surprise generated by raid fleets coming in and mixing things up. But:
1) There should not be enough raid ships to happily wipe both sides at the initial fight. Limiting their spawn size based on number of ships present would be very nice.
2) The raid fleet should probably not jump directly into the spot used by the previous attacking force. This effectively guarantees a pincer. Possibly a third, out-of-the-way spawn point should be created and used.
3) There should probably be an option menu for raid fleets. I recognise this would require some effort to implement, but would allow some finer control over the mechanic to veteran players. A slider governing size vs. initial forces, frequency of occurrence, and maybe even goals/tactics used by raid fleet would also be nice. At least, a simple off-switch should be available for competitive multiplayer, to prevent cries of unbalance ruining multiplayer.
As always, thoughts, suggestions, would be cool. More people providing feedback equals a game closer to what we want, after all,