|
|
|
|
 |

August 13th, 2002, 03:15 AM
|
 |
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: An idea to balance out tech
MOO2 had a better intelligence system in my opinion. But I still think that the best intel/counterintel system to date was found in SW:Rebellion. You had to pick the planet you wanted to affect, and then that planet's own defenses would have to respond to the attack. But as the attacker, you had to know what planets were colonized by your opponent (recon required) and it was a really good idea to know what intel defenses were on that planet before you attacked with your team(s), oh, and then there was the actual team and the possibility of sending a decoy team too! It was a very well thought out system, imo.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|

August 13th, 2002, 03:25 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: An idea to balance out tech
Intel sabotage can be useful, if you use espionage to pick and choose your targets. The biggest problem, as I see it is the simplistic nature of the system. Ships/fleets can do most of the same jobs more easily and with more precision. At the same time, the simplicity prevents intel from being used effectively in specialty situations ships can't accomplish.
RE: the high cost of Tech Espionage, I believe it's to make it more likely to succeed (more points=harder to block).
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|

August 13th, 2002, 03:28 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: An idea to balance out tech
Baron if I understand you post you are saying an intell project will either fail or succeed based soley on the number of defensive points? So if a race has 0 defense the projects will always succeed and this cannot be modded?
|

August 13th, 2002, 05:07 AM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: An idea to balance out tech
Depending on the intel project there may be a 'base' chance for it to succeed or fail, like Puppet Political parties, for example. But as far as intel defenses go, yes, it's simply a matter of spending more points to win the contest. Higher level counter-intel helps a little bit by multiplying your points. That's it.
|

August 13th, 2002, 02:15 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: An idea to balance out tech
Quote:
|
There should be a special 'Build Intel Network' project that you have to use on each and every target empire in order to even have the ability to stage intel projects within them.
|
It could be called [racename]embasssy or [racename]intel control centre or something, and you have to build one for each player that you want to infiltrate. It could also generate intel points. This facility would be hard for MM to add into the game (I expect) but would solve the "infiltration" question and mean that certain planets become significant targets for certain empires...
Anyway, things which I think ought to modify intel op success probabilities:
*Distance of target from your territory or (in the case of ships) from any colonised planet.
*Whether you have any population in your empire from the target species. (You could recruit and/or brainwash them to infiltrate the enemy=-)
*Whether any of your population is on the target planet/ ship.
*The happiness rating of target planets (ie discontented citizens helping enemy agents.)
*The experience rating of the target ship. (more experienced = more loyal/ more able to prevent sabotage.)
Just patching these few things in as percentage modifiers would greatly increase the (perceived) randomness and complexity of intel. I imagine it would be relatively simple for MM to implement. Also, these changes would attach added importance to things like population happiness, enemy population distribution & crew training, which can only be a good thing. You'd find yourself running one project (ie induce rioting) to increase the chances of another project working...
Also, when a planet is captured by PPP, any native troops on that planet should get the chance to retake it. This is important, IMHO.
[ August 13, 2002, 13:17: Message edited by: dogscoff ]
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|