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				May 21st, 2001, 10:00 PM
			
			
			
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 Private |  | 
					Join Date: May 2001 
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				 Crew Insurrections - to powerful? 
 I am currently in a game where the Terran's have taken a rather significant disloke to me.  Fortunately they are 2 clusters away from me - limiting contact between our empires.
 However, I have stumble upon Crew Insurrection as a seeminly powerful strategy.  For 50,000 Intellignce points (not difficult to get) I initiate a Crew Insurrection against (which has yet to fail after 20 times):
 
 1) Any human ship entering my space (eliminating a potential raider)
 2) Baring that take a random ship and instantly go into combat taking out about 1 other ships with me.
 
 I have also used this technique to create my "zoo" where I cause insurrection on 1 colony ship for each race.
 
 Based off of this experience here it seems that 50k for crew insurrection is to cheap/to powerful.  Thoughts on this or have I just gotten lucky?
 
 FYI: I am playing with DevnullMod v 1.31 so the perceived problem may be there or in baseline - have yet to determine
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				May 21st, 2001, 10:08 PM
			
			
			
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 First Lieutenant |  | 
					Join Date: Jan 2001 Location: Randallstown, Maryland, USA 
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				 Re: Crew Insurrections - to powerful? 
 That is a very powerful project and probably either too successful or too cheap IMO.The AI doesn't use Intel as good as a human player. I usually remove it from the game if I'm playing solo.
 You could change the cost if you wanted, maybe make it 200k or higher. I wouldn't make it higher than the counter-intel 4 cost though or you could not counter it at all.
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				May 21st, 2001, 10:27 PM
			
			
			
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 Corporal |  | 
					Join Date: Apr 2001 Location: New York, NY 10019 
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				 Re: Crew Insurrections - to powerful? 
 I sorta agree here. On one hand, i like to use it sparingly, but now that you mention it, I can see how a multiplayer game could, given the right set of players, devolve into a battle of intelligence...out of the trenches and into the offices, folks. 
				__________________Watch ya-self.
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				May 21st, 2001, 11:39 PM
			
			
			
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 National Security Advisor |  | 
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				 Re: Crew Insurrections - to powerful? 
 Ya, taking complete control/ownership of a military ship with intel ops sounds pretty hard to me.
 I would suggest that it be given a chance to fail equal to say, 10% for every control system, crew quarters, or boarding/security component, and also add in the crew experience rating. So a cruiser with bridge, two crew quarters, a security team, and +20% skill rating would have a 60% chance of blocking takeover attempts. Larger ships would be harder to take over (more crew quarters), and players wishing harder-to-conquer ships could add appropriate components to their designs.
 
 Master-computer-only ships would be easier to take over this way, which to me makes a lot of sense. I'd also remove their skill abilities, but then, I'd remove it for all purposes, too.
 
 PvK
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				May 21st, 2001, 11:55 PM
			
			
			
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 Sergeant |  | 
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				 Re: Crew Insurrections - to powerful? 
  quote:Originally posted by PvK:
 I would suggest that it be given a chance to fail equal to say, 10% for every control system, crew quarters, or boarding/security component, and also add in the crew experience rating. So a cruiser with bridge, two crew quarters, a security team, and +20% skill rating would have a 60% chance of blocking takeover attempts. Larger ships would be harder to take over (more crew quarters), and players wishing harder-to-conquer ships could add appropriate components to their designs.
 
 
 
Sounds good to me.
 
				__________________Hail Caesar!
 
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				May 22nd, 2001, 02:13 AM
			
			
			
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 Second Lieutenant |  | 
					Join Date: Jan 2001 Location: Eldersburg, Maryland, USA 
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				 Re: Crew Insurrections - to powerful? 
 It would be nice if there was a way to vary the approximate success rate for the intel projects. You could create races that were good at stealing or spying or mis-information.The way it is now it is just a numbers game, if you have enough points built up you stop a project and if enough races are intelling you so that more than 12 projects hit you at once there is no defense. I have rarely seen a project fail on it's own, one that was not defeated by counter intel.
 Hopefully Intel is on the list of future things to be improved.
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