I was wondering when your strategy-limitation-sense would start tingling, Cyborg
It is a strategy, but up to now it's been a largely unbounded strategy, except in the sense of requiring a certain "upfront" cost in committed fleet and/or static and being really boring to do repeatedly. It's also been a very marginalized tactic because of how annoying it is to do.
So I'm trying to:
1) Make it less annoying to do, making it more of an available strategy for normal games, not just the situations where you get majorly stuck (though it needs to still be useful for that, for a few times in a game).
-- specifically, you don't have to build the raider on the target planet anymore, and thus an individual raid doesn't take nearly as much time
2) Make it not-boring. Previously you could just park your fleet on the command station and that's where the ships always came out, the same number every tick, composition always computed the same way.
-- specifically, the actual AI response has a lot more variables in position, composition, and intensity.
3) Make it so that "is the player willing to k-raid 20 planets?" does not make the difference between a scenario being nearly unbeatable and that same scenario being relatively easy.
-- specifically, the more you k-raid, the more dangerous it gets. Note that there is
nothing in this where the game says "nope, you literally can't do that because I say so" like the core shield gens do, it's just that the AI retaliates more and more fiercely in proportion to how much you've shown that you're a threat from this angle (hacking). If you can keep handling the response, you can keep raiding.
-- side note: same deal with the super-terminal. 500 AIP reduction from the ST is really huge; you'll still be able to do that but it will take more than chokepointing a 2000-radius circle.
4) Make it less obvious from a strategic perspective. Before it was more a question of "do I want to deal with the hassle?" than "is this strategically a good idea?"
-- specifically: with three different ways to hack (k-raiding, ST AIP reduction, more flexibility in what you get from ARS's), and them sharing a common danger mechanic, you have to make decisions about what is most important to you.