Popular Post Prefontaine Posted June 8, 2019 Popular Post Share Posted June 8, 2019 (edited) Spy SatelliteRequirements: Space Program, Intelligence Agency Cost:Cash: $20,000,000Uranium: 20,000Oil: 20,000Munitions: 10,000Lead: 10,000Iron: 10,000Bauxite: 10,000Gasoline: 5,000 Effect: Allows the purchase of an addition spy each day. Increases spy attack effectiveness by 50% (if you would kill 100 planes, you kill 150). Spy attacks against you are 15% more likely be detected (not thwarted) [Stacks with Arcane war policy if that war policy impacts this]. Reduces costs of spy operations by 20%Additional Effect: Gives an addition spy attack each day that can be used for only gathering intel. Edited September 16, 2019 by Prefontaine 4 7 1 Quote Link to comment Share on other sites More sharing options...
丂ħ̧i̧₣ɫ̵γ͘ ̶™ Posted June 8, 2019 Share Posted June 8, 2019 (edited) This one is actually good, improves spies, but not OP af. Question: So if someone has this project, but they're not using Arcane and someone spies them with Covert on, does the detection perk cancel out? Edited June 8, 2019 by ?ϟħ̧i̧₣ɫ̵γ͘ ̶™? Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 6 minutes ago, ?ϟħ̧i̧₣ɫ̵γ͘ ̶™? said: Question: So if someone has this project, but they're not using Arcane and someone spies them with Covert on, does the detection perk cancel out? That's a question for @Alex as I'm not privy to the coding 2 1 Quote Link to comment Share on other sites More sharing options...
Zaxon Posted June 8, 2019 Share Posted June 8, 2019 Increases spy attack effectiveness by 50% is a little too high I would say 25% is more balanced. You have to consider war policies that already boost spy op def/off stacking with this. Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 3 minutes ago, Zaxon said: Increases spy attack effectiveness by 50% is a little too high I would say 25% is more balanced. You have to consider war policies that already boost spy op def/off stacking with this. Quote Covert is the policy of exceptional espionage capability. This War Policy increases the chances of offensive espionage operations being successful by 15%. The downside is that the nation takes 5% more infrastructure damage in Ground Battles, Airstrikes, and Naval Battles. The boost is only to the success rate according to the description. If the 15% is added to the damage as well, then I would suggest making the project add 35% more effectiveness to bring the combination of the two up to 50% bonus. Quote Link to comment Share on other sites More sharing options...
Guest Epi Posted June 8, 2019 Share Posted June 8, 2019 (edited) 1 Edited February 17, 2021 by Epi Quote Link to comment Share on other sites More sharing options...
丂ħ̧i̧₣ɫ̵γ͘ ̶™ Posted June 8, 2019 Share Posted June 8, 2019 3 minutes ago, Epi said: 50% is a pretty nice buff, it's not like we've seen spies overused in wars rn. This is mainly because they don't do much damage :P. Pretty much You really only need spies to cover your nukes if on defense For offensive purposes they barely help against whales when trying to drag them down. They're very min-max purpose right now. Minimum effect overall for those trying to maximize effectiveness. Quote Link to comment Share on other sites More sharing options...
Buorhann Posted June 8, 2019 Share Posted June 8, 2019 (edited) 38 minutes ago, ?ϟħ̧i̧₣ɫ̵γ͘ ̶™? said: This one is actually good, improves spies, but not OP af. While I do like the idea of it, it is very OP. The cost of it needs to be bumped up. The increased effectiveness needs to come down a tad (I'd say 25%, not 50%). The rest is actually fine. Not sure how I'd increase the cost since it is loaded on resources to buy it, but considering it would be a very IMPORTANT and PERMANENT project (If you keep the project, which you should) - there needs to be tweaking of it. Many people don't consider Spy Ops being important in a battle or at war, but they can quickly add up in value over the course of a war. 24 minutes ago, Epi said: 50% is a pretty nice buff, it's not like we've seen spies overused in wars rn. This is mainly because they don't do much damage :P. This is false. Or you just haven't been paying attention to those who use them well. Edited June 8, 2019 by Buorhann 1 Quote Warrior of Dio https://www.youtube.com/watch?v=mfPCFQfOnLg Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 (edited) 6 minutes ago, Buorhann said: While I do like the idea of it, it is very OP. The cost of it needs to be bumped up. The increased effectiveness needs to come down a tad (I'd say 25%, not 50%). The rest is actually fine. Not sure how I'd increase the cost since it is loaded on resources to buy it, but considering it would be a very IMPORTANT and PERMANENT project (If you keep the project, which you should) - there needs to be tweaking of it. Many people don't consider Spy Ops being important in a battle or at war, but they can quickly add up in value over the course of a war. I agree that it is strong, all of the satellites are IMO. Cost-wise remember that you have to consider the cost of the gateway project as well. These projects do take 3 project slots to get. Perhaps making it a roll for the modifier? It does 25%-50%, a randomized percent with those bounds. Edited June 8, 2019 by Prefontaine Quote Link to comment Share on other sites More sharing options...
Buorhann Posted June 8, 2019 Share Posted June 8, 2019 1 minute ago, Prefontaine said: Perhaps making it a roll for the modifier? It does 25%-50%, a randomized percent with those bounds. If Sheepy can code that, I could agree to that. Quote Warrior of Dio https://www.youtube.com/watch?v=mfPCFQfOnLg Link to comment Share on other sites More sharing options...
Guest Epi Posted June 8, 2019 Share Posted June 8, 2019 (edited) 1 Edited February 17, 2021 by Epi Quote Link to comment Share on other sites More sharing options...
True King Posted June 8, 2019 Share Posted June 8, 2019 (edited) I do think we should go into outer space, satellites could be a start. Other possible effects could be reduce the impact of an enemy having the ground advantage some, since they could be coordinated by satellite maybe? Edited June 8, 2019 by Noctis Anarch Caelum Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 Just now, Noctis Anarch Caelum said: I do think we go into outer space, satellites could be a start. Other possible effects could be reduce the impact of an enemy having the ground advantage some, since they could be coordinated by satellite maybe? That would be an idea of something to build off of the military satellite sort of thing. Requires that project to build a satellite to tweak control percentages or something. 2 Quote Link to comment Share on other sites More sharing options...
True King Posted June 8, 2019 Share Posted June 8, 2019 Not sure if 50% is stronger increase than needed & maybe it should be lower along with costs? Already spies can be killed off pretty fast. Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 (edited) 13 minutes ago, Noctis Anarch Caelum said: Not sure if 50% is stronger increase than needed & maybe it should be lower along with costs? Already spies can be killed off pretty fast. That was one of the few spots I was touchy on myself. Maybe capping the increased bonus number of spies killed at 5 would be a decent idea. Basically if you kill 10 spies, you instead kill 15. If you kill 20, you only kill 25 instead of 30. etc. Edited June 8, 2019 by Prefontaine Quote Link to comment Share on other sites More sharing options...
True King Posted June 8, 2019 Share Posted June 8, 2019 2 minutes ago, Prefontaine said: That was one of the few spots I was touchy on myself. Maybe capping the increased bonus number of spies killed at 5 would be a decent idea. Basically if you kill 10 spies, you instead kill 15. If you kill 20, you only kill 25 instead of 30. etc. Already CIA is a pretty big advantage over those without in wiping their spies. I think maybe boosting the success odds by 10%, defense odds by 10% & allow another spy purchase might be better. Would still be powerful in adding to success some & recovering spies much faster. Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 1 minute ago, Noctis Anarch Caelum said: Already CIA is a pretty big advantage over those without in wiping their spies. I think maybe boosting the success odds by 10%, defense odds by 10% & allow another spy purchase might be better. Would still be powerful in adding to success some & recovering spies much faster. Success odds are one thing. Effectiveness of the attack is a different thing. Odds of failing are one thing. Odds of being detected are another. I think you might be a little confused on what is impacting what. Quote Link to comment Share on other sites More sharing options...
True King Posted June 8, 2019 Share Posted June 8, 2019 Just now, Prefontaine said: Success odds are one thing. Effectiveness of the attack is a different thing. Odds of failing are one thing. Odds of being detected are another. I think you might be a little confused on what is impacting what. I know what your suggestion is, but I think a boost in success odds (smaller for both defense and offense) would better. People wouldn’t have their stockpiles wiped as fast from losing the spy advantage; although this would help people gain or keep it some. Quote Link to comment Share on other sites More sharing options...
Administrators Alex Posted June 8, 2019 Administrators Share Posted June 8, 2019 1 hour ago, ?ϟħ̧i̧₣ɫ̵γ͘ ̶™? said: This one is actually good, improves spies, but not OP af. Question: So if someone has this project, but they're not using Arcane and someone spies them with Covert on, does the detection perk cancel out? No, off the top of my head the War Policies don't affect the chances of being caught, just the chances of being successful, whereas the perk only affects the chances of being caught and do not impact success. So if someone spies someone else with this project and the spy-er has Covert War Policy, they're both 15% more likely to get caught and also 15% more likely to be successful. Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
Majima Goro Posted June 9, 2019 Share Posted June 9, 2019 Spies are extremely overpowered if used correctly I've used em this war to get out of tricky situations. 3 spy ops before and 3 spy ops after update against a unit(yes, i took help from another guy) and a double buy can more or less give you a decisive victory. Instead of giving a 50% buff to the spy capabilities, I think an additional spy op that can do everything will be more helpful The math is:With Pre's suggestion: 2 spy ops that let us kill units can kill x+0.5x+x+0.5x=3xWith my suggestion: 3 ops that let you kill units can kill x+x+x=3x This will help smaller alliances with less members to do more espionage operations. Moreover, it will allow single targets for single nations. Quote Link to comment Share on other sites More sharing options...
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