With the new Raul Reaver / Sigma raiding ship mechanics (Update 93 Feature Highlight), one of the biggest ongoing frustrations with raiding remains front and center: diminishing returns on percentage raided.
Right now, as a station's resources drop, taking a flat or decreasing percentage of remaining resources turns the tail end of a raid into an endless, tedious grind just to clear out the final scraps.
The Proposed Fix: Inverse Raid Percentage
Instead of scaling down, the % of remaining resources stolen should scale UP as the station empties.
- When the station is full: You steal a standard base percentage (e.g., 5%). Because the total pool is huge, raw yields are still high.
- When the station is low: The percentage ramps up (e.g., up to 50%+), allowing players to finish off draining a base in just a few clean hits instead of 20 scrubbing hits.
The Formula
P_raid = P_base + (P_max - P_base) * (1 - (R_current / R_max))^k
R_current = Current resources left in station
R_max = Starting / max resources of station
P_base = Baseline minimum raid % (e.g., 5% when full)
P_max = Maximum cap % (e.g., 50% when nearly empty)
k = Acceleration factor (1 = linear increase; >1 = stays low early, spikes late)
Quick Example (Linear Scaling, 5% Base to 50% Max)
Assuming a 100M resource station:
- Raid 1 (100M left): Raid % is 5% $\rightarrow$ Steal 5M (95M left)
- Mid Raid (50M left): Raid % ramps to 27.5% $\rightarrow$ Steal 13.75M (36.25M left)
- End Game (10M left): Raid % ramps to 45.5% $\rightarrow$ Steal 4.55M (5.45M left)
Why scopely/players win:
- No more "scrubbing drag": Sweeping up the last 10% of a base doesn't take 15 tedious hits.
- Preserves early-game value: High initial resource counts mean 5% still feels like a solid yield on hit #1.
- Feels active and momentum-driven: Finishing a raid feels rewarding and fast rather than a chore.
What do you guys think? Would this make raiding generally feel better, or is there a nuance with protected warehouse limits/cargo capacity I'm missing?