Raiding

Stolen with aplomb from Wolf's Dragoons, where it was originally posted by NobodySpecial.

Edited for spelling and grammar.

Raiding

[A] blueprint for something I consider to be an important part of SB... the raid.

In brief, raiding is a quick trip into enemy territory for the purpose of killing a hostile exp. group. Although a part of the larger GvG and siege warfare, it in and of itself does not directly relate to the sacking of cities.

So, considering that cities are the main focus of interplayer conflict in SB, the question becomes, why raid?

In short, Shadowbane is ultimately not a game of conflict, but a game of economics. More specifically, success in SB is about DIFFERENTIAL economics. Gold = real estate = power. While we all realize that money flowing into a city means better training, better gear, and better control of the city's surroundings, the important part of the power algorithm is that you have more economic power than those who attempt to take your toys from you. That, coupled with the expense of a full siege, is the ingame impetus for the raid.

A successful raid destroys an exp group. To that end, it neutralizes the potential income for the players and the city that the exp. group would have provided, and it drains gold directly for the cost of repairing gear. Also, as a secondary effect, successful raiding decreases the efficiency of income generation as a whole, as more and more people are needed to secure the enemy's resource fields.

In short, you raid to disrupt and punish your foes.

Now, the raid itself has five distinct and important phases; preraid information gathering, planning, transportation, engagement, and aftermath. While much of the information regarding these phases should fall under the "common sense" category, I nonetheless feel that I should lay them out all in one place.