Sat May 15, 2010 5:25 pm by OnComing Storm
Dolphin wrote:I'm of the opinion spying should just be based on chance. Let's say 10 AS vs 10 DS. When they make contact, each AS has separate chance of successfully obtaining a defense report depending on the number of DS and the quality of AS and DS (else upgrades for spies be pointless). You could even have two rounds of encounter. In the first round, the success of obtaining a report is determined for each AS. In the second round, whether the AS gets away is determined using a separate chance calculation. This way you can have an upgrade for improving the chance of obtaining a report and another upgrade for improving the chance of the spy getting away. Any spy that fails the get-away roll will be caught and a third set of chance calculation is used to determine whether the defending player finds out who sent the spy or if the defending player is just told that someone had spied.
With this system the attacking player can send lots of spies in hope of getting a defense report but also increase the chance the defending player will be alerted. Or the attacking player can send a few high level spies to try to get a report without being spotted but since there's less spies there's a chance you won't get a report. In this system, its possible for the AS to survive but not generate a defense report.
I think this system has a better feel to it then just mass producing spies and have them go at each other in their own separate melee.
I'm new to the game but the machanics of the way spies work seems a bit backwards to me. Surely it would be better to have low level spies so they can only get resource reports, with medium level spies being able to get resource, building and troop levels reports and high level spies get resource,buildings and troop information including troop counts for troops that are 'off world'.
This puts the onus on the aggressor to invest more (upgrades) in his spies to make sure an attack might be successful and for the early game it would allow low level players to use spies to see what resources are available on inactive player colonies.