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 Post subject: Too much power for spies
PostPosted: Sat Feb 21, 2009 5:37 am 
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Joined: Thu Nov 06, 2008 6:29 am
Posts: 34
For a new spy, getting to know enemy army name and attack rating is little too much info.

My suggestion is this. A spy should be able to get much data according to their ability (or rating which is their success rate)

A new spy should only be able to spy out, say, buildings, spy with 3 successful attempts (success - lost attempts) maybe spy out name of enemy army present and army size.

A spy with 5 rating would know the attack ratings as well (the owner of the spy have to do the multiplication of ratings x army number to get to know the army strength)


- and this is someone else's suggestion posted around the board...a spy with 8 rating can be able to see where a players' army is (such as marching towards mineria (it should't give out the round info/intentions...that will make it too easy)

Now that makes getting spies little waste since there is so much work and spying involved before they become useful.

Tweaks for spies

- faster moving time OR once spy moves in u can choose when to do the spying (like assassin) but every round a spy stays there increase the chances of getting caught (by little say their spy have a spy-catching ratio of 20%...every time ur spy is in their region without doin anything would increase it by 5%)

- What is spy-catching ratio? Maybe every time they do a successful spying and come back to base, they can increase ur army morale a little like .05? (as well as increase in the ability to catch enemy spies? aka spy-catching ratio - individualized)


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 Post subject: Re: Too much power for spies
PostPosted: Sat Feb 21, 2009 10:00 am 
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Joined: Tue May 06, 2008 5:14 pm
Posts: 89
Thanks for the suggestions. The spies are just the first version of them and there will be tweaks and changes to them. It is planned that they would work similarly as assassins, i.e. stay in target region. And they would get also some other things to do than just spying enemy region ;)


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