Jump to content

Espionage Thoughts


Shakyr
 Share

Recommended Posts

The topic about enemy MAPs got me thinking and Espionage could do with an overhaul in the long term. These are just random thoughts, some connected, some not and I'm not saying all should be implemented.

 

- Give Espionage it's own dedicated area for operations. This would include a section for recruiting spies, an operations centre where you could search for nations to spy and send spies out and a records area keeping a history of operations and the results (including Gather Intel).

- Allow recruitment of different types of spies, for example Saboteurs and Assassins, but still keep the overall cap on spies.

- Add in the option to assassinate enemy generals, which if successful could have a few different effects (like -10% infra damage for Planes as the pilots have low moral, -5% Soliders lost to desertion, etc).

- Give Espionage operations various success levels. A less successful Gather Intel might return back just how many resources they have. Sabotage for military units might kill less. Nukes or missiles could fail to destroy one, but might damage components, giving a single nuke/missile a higher chance of missing the target for the next 24 hours.

- Expand Gather Intel to more options, including Current MAPs, Financials (Gross/Net Income, Tax Rate, Expenses) and Daily Rebuy Limits.

- Limit Gather Intel to target specific areas (Military, Financials, Resources, etc)

- Add time limits to spy operations (dependent on enemy spies, how many spies are sent, difficulty of the job, etc), delay the results until after they've returned (at which point the spies would "rest" for x time) and remove the daily outgoing spy limit. So you could send 20 spies out, that might not give results for 1 hour, send 30 spies and get the results in half hour. Then after the operation, those spies are then resting for 6 hours, before they can be sent out again.

- Remove daily incoming spy limits and instead while the spies are "active", add them to the pool of "enemy spies" for calculating success odds and time of operation (as spies from other nations don't work well together). This means that as people send more spies into a single nation, the operations will be less successful and take longer.

- Linked to the above thought, add temporary and stacking increases to the detection chance for consecutive Sabotage operations (by any nation), due to them being on alert. This will stop people from repeatedly targeting nukes (as the odds might go from 10% chance to be caught to 50% to 95%, for example).

  • Upvote 3

sig_cybernations.PNG.8d49a01423f488a0f1b846927f5acc7e.PNG

Link to comment
Share on other sites

Funny, I was just thinking of suggesting the addition of an espionage that blocks fortification for say 12 turns or something like that, of course make it a little difficult to land :P

 

Yeah being able to completely block or lessen how much someone could fortify, would make a good espionage op ^^

sig_cybernations.PNG.8d49a01423f488a0f1b846927f5acc7e.PNG

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.