Right, I did forget about that part.
I personally think that escalating the responsibility of executing raids up to staff is unnecessary and can cripple the role play aspect of raiding overall. Raiding is and should be executed as a means of rescuing a kidnapped ally or acquiring an object of interest, both of which are decisions that should be made by the higher ranking personnel of any faction. Having staff allow for permission and supervise the whole scenario ruins any form of immersion behind setting up and executing a raid. Think of it like this: a Captain gets kidnapped and needs to be rescued but either staff are absent from the server or they decline permission to raid. So now a potentially well planned and orchestrated raid becomes nothing more that a hostage/currency exchange or an execution due to lack of activity. Where is the fun in that?
Another thing: there should also be some kind of underlying objective behind raiding besides massacring the opposing country. Maybe some kind of physical objective can be generated, such as a cache that needs to be blown up or a flag that needs to be stolen, or even a virtual objective can be implemented such as reaching inside of the SOC conference room, all of which add a little more to the raiding experience than just racking up a feed. Of course, to prevent exploitation, rules such as “raids must be started from outside of the enemy base” need to be enforced. These are some of the things that give players more things to do than just wait for war or slaughter/get slaughtered during a raid.