Outposts Not Getting Raided Unless They're Champion: Guarantee Raids before Deactivation
Generally speaking, my outposts have been struggling to get raids unless they're selected to become a Champion outpost.
I spent six hours building my first Outpost since launch a couple days ago, set it to active, and by the time it had depleted, I had only gotten 2 raids, and one of them didn't even give me any accolades.
I reactivated an outpost I had slapped together in 30 minutes during the open beta that was selected to become a Champion outpost, and by contrast this Champion outpost reached 66 raids and 1,001 kills. Both were rated Brutal.
It's excruciatingly demotivating to continue building outposts, when hours upon hours can be spent making an outpost only for nobody to raid it. It feels like Builders are getting punished for Raiders not clicking on their Outpost at the random level selection menu.
I understand that Synthite can be spent to reactivate the outposts, but it feels super bad to activate an outpost only for it to deplete completely and an amount of players so small play it that it's impossible to even hope to reach a new prestige level in a single activation of the base.
(Also, it's quite frankly annoyingly tedious to have to sit on a minute-long-or-longer loading screen to open every level before I can Activate it or Refill it even if I don't make any changes to it, so I would prefer to minimize the amount of times I have to do this.)
I have a couple of proposed solutions for this, but whether or not these are the implementation I fear Builder players are going to become demotivated very quickly from playing the game unless something is changed to address this:
1) Don't Extract Genmat Until After the First Raid
I think this solution could generally be a safe change, but I think players activating outposts for passive income will generally be upset by a lack of immediate passive income, which is understandable.
2) Scale the cost of Outpost Reactivation Inversely With the Number of Raids it Gets
I'll admit I'm not sure if there's a logic to Outpost Refill pricing right now, but it generally makes sense to me that if an outpost doesn't get raided, the Builder shouldn't have to pay a fee to compensate for Raiders' unwillingness to click on their outpost to begin with. This feels punishing for the Builder who has just lost to RNG. However, if an Outpost is getting raids but not getting kills, this should be an indication to the Builder that they should go back in and change what's not working, and if after getting more raids they don't get enough Prestige points then it would be fair to price reactivation higher. I think this proposal would satisfy immediate passive income concerns, but at the cost of not necessarily guaranteeing raids on an outpost
I'm sure there's a ton of other factors to consider if this aspect of the game is to be rebalanced, but if anything should be taken away from this post, I think something must be changed to guarantee at least 1 raid before an outpost is deactivated or some method that makes Raiders' Decisions on what levels they do (or don't) play feel less punishing against Builders, or else Builders may begin to become demotivated from continuing to build.