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Spy defense slot rebalance


Sir Scarfalot
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So, everyone with at least basic war experience knows that not all spy operations are equally important or powerful. Outside of (hilarious) incompetence or questionable motives, spies simply aren’t used to attack infrastructure or soldiers, while they are astonishingly powerful when used to assassinate spies and critically useful in tight war situations to shave off aircraft, tanks or ships in preparation for a major offensive.

However, everyone is vulnerable to 3 aggressive spy operations per day, regardless of the actual damage potential of those operations. My suggestion is to rebalance that mechanic to account for the different utility of spy operations, so that more devastating spy operations can be used less but more limited operations can be used more often against the same nation.

Mechanically, everyone would have 12 ‘defense slots’, while the spy operations would use a number of those slots based on the type:

Hit aircraft: 4 slots (exactly the same as now)

Hit tanks/ships: 3 slots (1 extra hit if all are used against steel based military)

Hit soldiers: 2-3 slots (Hitting soldiers is weak, but permitting 6 shots might open the door for people to literally be zeroed from full in a single daychange, so idk)

Hit infra: 1 slot (infra hits take two off the top, as I understand it. That’s stupid useless outside of absurd whaling scenarios, and even then there’s the war range mechanics enabling punching up with missiles and nukes, let alone conventional units)

Hit spies: 12 slots (it’s absolutely ridiculous that an early lead in the spy game is as insurmountable as it is. Even considering IQ’s incompetence, there’s clearly a balance issue there. It’s also not great that people can be utterly crippled on spies in the middle of the day, let alone at a daychange.)

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You can't be zeroed by spies at all. It's literally impossible. Their kills operate on a 1-5% RNG if what you currently have.

Ever tried to spy away a single ship? Don't, basic math tells you that sabotaging 1-5% of a single ship is not going to be effective.

I used terrorize civilians before on some micro, they had protection, but the leader was in spy range with 2500 infra. I'm not sure about the math for this but iirc each op took like 15-25 infra out and ended up being cost effective. Still useless otherwise.

 

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Makes sense but in the current war system an initial blitz is already too powerful and spy operations make it even more powerfull so I feel like spies shold not be able to hit units or do do less damage than now (maybe able to do more damage to other things like damage land, projects (with a very very very low chance, etc.)

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6 hours ago, Akuryo said:

You can't be zeroed by spies at all. It's literally impossible. Their kills operate on a 1-5% RNG if what you currently have.

Ever tried to spy away a single ship? Don't, basic math tells you that sabotaging 1-5% of a single ship is not going to be effective.

I used terrorize civilians before on some micro, they had protection, but the leader was in spy range with 2500 infra. I'm not sure about the math for this but iirc each op took like 15-25 infra out and ended up being cost effective. Still useless otherwise.

 

Ah yes, that's fair enough for the soldiers but you can absolutely be zeroed on spies, from full, within 6 minutes. As for the others, if someone's got a single ship then for hecks sake just pop 'em with two ships lol. Either way, the terrorism needs a buff.

"Terrorism needs a buff" -Scarf 2019

 

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Seems to me that the problem isn't so much about how spy ops work, but about the rebuy rates for military units. All military units. It isn't just spies where an initial blitz removes the ability to fight back. The whole war mechanic hinges on the fact that if you're attacked by multiple opponents then there is no way to replace your losses, which means that the most numerous side will inevitably win (barring massive incompetence or a well-worked preemptive strike). While this may well be a good reflection of reality, it doesn't make for an interesting game. Putting in a fix just for spies feels a bit pointless, particularly as spies can be the last remaining offensive option for beleaguered nations

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