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Is the intelligence in SE(?) ok?
Before I run out to do some errands I wanted to pose a question that has long been on the tip of my tongue, I hope I don’t open a can of worms with this one.
How many of you feel that the intelligence projects as they are now are ok? What I mean by that can best be described in this manner. Given that some humans have the propensity for greed (amongst other reasons) and can be bought out, do you really think that any human would be alright selling out information or sabotaging the ship they are on for the benefit of (at random) the Eee, and how about the reverse? I don’t use intelligence (turn it off) because I have never been able to stomach it. Given that this is a game and the intelligence is added in to provide a new dimension to play do you really think that it is ok the way it stands? I am not trying to say that all intelligence should be dropped in SE5 but don’t you think a conditional Version of the projects would be better? As another example should one of my opponents be allowed to sabotage a planet I control if we are in a non-intercourse treaty or war? If I have all incoming warp points picketed how did the operative get past my ships to screw with me in the first place? Did he slip past in a one man ship that I can’t detect? If that is the case than why can’t I build a zillion (purposefully silly) of these one man ships and invade him? Just a thought/question. [ December 16, 2003, 18:01: Message edited by: President Elect Shang ] |
Re: Is the intelligence in SE(?) ok?
Actually in Star Fury, which is based on Space Empires, there are quite a few civilian ships going here and there between systems. You might expect a spy to be hiding in one of these freighters as a crew member for example. And even my most isolationist Empire cannot stay outside of trade. http://forum.shrapnelgames.com/images/icons/icon12.gif
But I admit I have never been too keen on intelligence, although I am not sure why. Perhaps it is merely because I prefer to do other tasks such as spying myself with my ships rather than relying on an abstract project, or because Intelligence is a too risky business, especially when the target knows you have been trying to send a few operatives. Of course, if you can convince a few neighbours to gang on the same target, it is a whole different story. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Is the intelligence in SE(?) ok?
I typically think of the intel as being like Deep Space Nine...and I think it works pretty well for a game of this sort, except sometimes the scale of the effects can be extreme. I'll never forget the time that Freduk totally dismantled my empire with Food Contamination, each time killing hundreds of millions of people and depopulating whole systems. "Don't eat the damn tribble meat from Alpha Centauri you fools! It's POISONED!" But would they listen? NOoooooo....
(and, hey, Freduk, if you're listening: sorry I was such a jerk over that man...my fault, I had just returned to Online gaming and thought I was in an RP game when it was a war game, and other reasons...my bad...I'm embarrased by my behaviour. You taught me a good lesson about gameplay and intel [and manners]) Quote:
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Re: Is the intelligence in SE(?) ok?
Intelligence is probably one of the Last things I research, because I have no desire to sabotage and spy. Unfortunately, even though I don't do it, it does happen to me most of the time. Then I'm motivated to research it. I'd rather not. Those research points can go to better projects.
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Re: Is the intelligence in SE(?) ok?
I like intel if it is modded to be more effective:
A very well defended strategic enemy planet and not enough ships in reach to attack. Then a PPP or (modded new) intel projects that cause a plague or even the planet destruction. And nothing more devastating than a communication mimic and you break up a long Lasting partnership with 20% trade bonus! IMO it adds a lot to the variety of the game. And of course intelligence in sex is always good http://forum.shrapnelgames.com/images/icons/icon12.gif [ December 16, 2003, 17:23: Message edited by: Q ] |
Re: Is the intelligence in SE(?) ok?
I don’t mean to say that I don’t like the intelligence projects, just not all of them as they are. You know if we joined up and developed a more (or less) realistic (game wise speaking) set of intelligence projects I am sure Aaron would give them consideration. As for StarFury it assumes that the empires in question are not ripping each others throats out, at least I think so. I have not had the chance to play it as of yet because it will not run on my computer, but I am working with Aaron to solve the problem so maybe soon…
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Re: Is the intelligence in SE(?) ok?
what if the size of the empire made a diference to how well intell worked, ie if an empire is small it would be harder to sabotage and spy on.
if it is larger it would be easyer. also makeing repeted operations get more and more expencive agansed an empire (ie the other empire finds ways to prevent water contamination after it happens a copple of times, therefore makeing it a lot harder to acomplish) |
Re: Is the intelligence in SE(?) ok?
Well, even if empires were ripping each other's throats out, they would still have rogue amd lawless elements running guns, info, trade goods between them. Most wars throguhout human history, even the nastiest ones, have still involved trade on these levels.
And, from what I know of intel, having projects as its unit of measure/unit of analysis is the way to go...it's more a matter of how to model those projects, I would think... Quote:
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Re: Is the intelligence in SE(?) ok?
Right, my point also, they should be modeled better. The flaw in your logic about the smugglers etc is that you are using our history. As we are one planet and it is not possible for a country to defend every inch of its borders, and I do mean every inch [Edited in for clarity: By every inch I also mean above and below ground.], smuggling can take place. Also don’t forget that you are speaking of one human dealing with another. Still I have to agree it is really a good point. In the case of SE(?) we are dealing with only a few points of entry (Warp Points) and another species, not even bipedal in some cases. These limited points of entry into your empire can be well defended and even the dumbest guard is not likely to wave in an assassin from the Green Slimy Amorphous Empire.
As far as SEx goes man did I make a typo or what, let me change the title of this thread! [ December 16, 2003, 18:03: Message edited by: President Elect Shang ] |
Re: Is the intelligence in SE(?) ok?
And even without consider trade with this Dishonourable Foe, you will need freighters within your own systems, if only to bring food to this industrial world of yours. Humans being what they are, the Dishonourable Foe might try to corrupt a captain or three of such ships, thus allowing for potential spies to make it to your planets.
And then I do like Scout's suggestion: it should be harder to strike a race with a mere planet and two ships than an Empire ruling over a thousand worlds. And the more attacks you launch, the more prepared your opponents would be, especially against the same planet. You would expect a planet who has just suffered from a catastrophic plague because of some operative to be much more cautious, wouldn't you? What I would like as well would be to have actual operatives to perform these projects. You might try to have a few, very talented agents, able to succeed much more easily than your average Joe, or a lot of beginner agents, or an elite team dedicated to Counter-Intelligence, or some Jack-of-all-trades and so on. Something along these lines was done for Imperium Galactica, and was probably one of the few good ideas in this game. |
Re: Is the intelligence in SE(?) ok?
Right the freighters, true. But I still don’t think my point is made clearly. How did the spy get into my system to bribe the captain in the first place? Also lets consider a race with a hive mind, how do you bribe one of their captains to dump radioactive waste on the nearest colony?
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Re: Is the intelligence in SE(?) ok?
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Re: Is the intelligence in SE(?) ok?
I didn't answer to your post in particular, as I was writing my own answer when you have posted your point. It gets somewhat complicated.
Contacting a captain can be done, or cannot, depending on how you think communications is handled within the game. And likewise, you may consider there are a lot of ships going in and out, or merely a few, making travel much easier or harder. So on this peculiar area, your mileage may vary. http://forum.shrapnelgames.com/images/icons/icon12.gif However, it does raise a problem when dealing with Psychic races, Hive races or something along these lines. That I will leave to the attention of someone roleplaying one such race. http://forum.shrapnelgames.com/images/icons/icon7.gif I admit the fact that a few spies can make it behind your lines doesn't bother me too much, but I gather we have quite different conceptions of how a stellar society would be built, and so it would be much easier to be a spy in my own Empires than in yours. Or perhaps I am not yet cautious enough... What does annoy me is that you will *always* know who performed an Intelligence action against you when it fails. Is Counter-Intelligence so efficient all spies are caught red-handed alive? (It might be hard to know who was trying to assassinate your ruler if the ship ferrying this spy was blown out "just in case" by planetary defences) I am also wondering if you could recruit spies from another race to confuse things all the more. If you happen to play the EEE, your spies might be quite easily identified. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Is the intelligence in SE(?) ok?
Ok, I follow you now, good point. I think we are driving at the same thing just that you have touched on it in another way. Also in doing so you covered some ground I was waiting to touch on, when the topic had fleshed out a little more.
Parasite: The communication thing is really another aspect that bugs me, not as much as the Intel subject mind you. It would kill the game to have a structured system of timed communication where you had to write orders for your admirals and ships and wait for a message drone to reach said ships. I have just come to accept that instant communication is a necessary evil part of the game. But I don’t really want to cover that, maybe in another thread. [ December 16, 2003, 19:00: Message edited by: President Elect Shang ] |
Re: Is the intelligence in SE(?) ok?
Sorry then if I have unwillingly disturbed one of your Posts to come. http://forum.shrapnelgames.com/images/icons/icon12.gif
I can think of two other means to explain why spies would manage to get behind the lines that easily. If you are a very mean race, you might send these operatives when both your Empires are trading and your relationship is good. You would then check all the entries within the Empire, but as the spies would be already in, it would be much harder. Unless the target is a most paranoiac and isolationist Empire, or unless you are yourself a warmonger that is. The other way would be to disguise spies as "political refugees" if you do feel like generous. It could even be some famous scientific team looking for leaving the corrupted Empire in which they live, and who were working on some special weapon of tremendous power. You might be tempted to allow these disguised spies to enter your worlds, and then... Obviously, these ways would never, ever, always work, and that's why I don't quite like the current system "all or nothing" linked with Intelligence. Do you only need to bypass Counter-Intelligence to successfully plant a bomb on a given ship without any chance? Or to kill these hundred million settlers? And then you fail to pass Counter-Intelligence, not only you don't have the slightest chance of succeeding in your project, but you will be immediatly detected and the target will know you were attempting some actions. That can unfortunately led to some infelicitous diplomatical incidents, especially when the target was only looking for a pretense to declare war. http://forum.shrapnelgames.com/images/icons/tongue.gif But I seem to digress. |
Re: Is the intelligence in SE(?) ok?
But this entire discussion seems to illustrate that the SE4 system is an abstract representation of how it all works. Most of the actions in the game are not really abstractions (you see the ships cruising around bLasting stuff) but a lot of it is: what are resources? just an aggregate measure of what your economy produces. What are "research points"? Just an abstract measure of how much effort your scientists are putting into learning new and practical things.
Intel I would posit is the same: it is such a complex system that the only way to effectively model it and make it playable and enjoyable is to abstract it out. One way to do so is to use the "points" and "projects" that it currently does. I would argue that if you tried to make a more specific system (specific agents? taking geography into account? Needing ships to get the agents there? etc...) then you would suddenly find yourself faced with the need to "explain away" a whole lot of contradictions or weirdnesses - all the things that you are mentioning. By keeping the intel at the abstract level, we avoid the need to deal with lots and lots of contradictions. What I mean is, I guess, that for every example someone can make about how the intel system is screwy I can make a counter example explaining how it can be accomodated. This is a good thing. Did that make sense? Probably not... Quote:
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Re: Is the intelligence in SE(?) ok?
It seems like I wasn't too clear as well, no wonder now that I look back on my Posts. http://forum.shrapnelgames.com/images/icons/icon12.gif
I didn't advocate setting up a really... how to put that... detailed intelligence system, but rather adding agents to perform the tasks. The other areas you mentioned (that is, geographical areas or the need for ships) wouldn't work in a game with such a scale as Space Empires. The same could apply to my suggestion as well obviously. So I will try to develop a bit what I have in mind when I speak of making operatives into the game. You would have to "recruit" these agents by spending these intelligence points, which will remain as a very convenient abstraction. Then you would have to train these agents, by spending the same points, or you might send them to enemy systems for "learning the hard way". Obviously, all projects will cost intelligence points, so you would have to choice where to spend the points. And then you could consider giving the agents basic abilities, something along the lines of "Counter-Intelligence, Spying/Sabotage and Loyalty/Combat" (That is, defence, offence and escape) As this may (or may not, I guess it depends on your own taste) be too complicated, why not adding some training program to improve the efficiency of either (both?) offence and defence projects? The point would be to give something else than Counter-Intelligence to plan when Intelligence isn't needed. As for now you will put your points into Counter-Intelligence when you cannot do anything better with these. It might be a bit different if you actually had to spend Intelligence points to improve the efficiency of your projects, or even to gain access to new projects. It is only a random idea, but I would definitively like to have a choice between CI and something else when you don't have to try your luck at launching a few projects. For now choosing CI in such circumstances is usually a no-brainer, unless you are actually plotting to send a few operatives all at once against a single enemy in three years or so. http://forum.shrapnelgames.com/images/icons/icon12.gif Who knows with all these scheming minds around? |
Re: Is the intelligence in SE(?) ok?
I think these are all very good points and counter-points. But I also think that we are straying. What I wanted to know, changed from what I first asked, is what types of projects can we submit to Aaron that are more realistic in a game context. What ideas and suggestions can we come up with? For example some of the intel projects I would think need to be dropped, but can we replace them with something else?
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Re: Is the intelligence in SE(?) ok?
Which projects do you think need to be dropped or modified? (throw up a list and we'll debate it)
Also, I am not a modd'er but are intel projects open to modding? That would make a lot of this a moot point, since we could just come up with a better intel mod... Quote:
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Re: Is the intelligence in SE(?) ok?
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I think, the problem is intel is black or white. Either it is totally wasted money and utterly useless, because your target has developed counterintel some gazillion years ago and happily has kept storing these otherwise unusable intel points into triple-effective counterintel since then. Or you manage to succeed, and because of exhausted counterintel from there on continually, where nearly every combination of intel projects has the ability to destroy the targetted empire more effective than large fleets of huge warships. A totally different design, which I admit am too tired to think about now, would be needed most - then even the current projects may become balanced and useful. [ December 17, 2003, 16:55: Message edited by: Roanon ] |
Re: Is the intelligence in SE(?) ok?
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Re: Is the intelligence in SE(?) ok?
How about:
Remove counter intel projects. Price of intel sabotage should be medium-low. (reduction in price as counter-intel tech rises, say) Espionage projects should have low to medium cost depending on value. Sabotage projects should have high to extreme costs depending on value. low = about 10k medium = about 40k high = 100k Extreme = 500k So, the chance of success goes down with the time taken to complete the project. The big sabotage projects would take quite a while to do, and would be vulnerable to intel-sabotage projects. Running some throw-away "decoy" projects would use more intel points, but would help your chances overall. Someone capable of completing 12 intel-sabotage projects in one turn could completely block any multi-turn projects by one other player... This would still allow a few cheaper projects through, but would be good protection against major sabotage. It would also leave a vulnerability to other attackers. If the projects are split, you'd still catch a good deal of the major sabotage, though there would be a chance of success if you get unlucky on the intel sabotaging. Feel free to tweak the numbers, these are just rough. |
Re: Is the intelligence in SE(?) ok?
The change I would like to see, is just one extra field "Percentage of Success" for each Intelligence Project.
Each time you do an Intel Op, if the other race has 'Counter-Intel then it fails (perhaps a tiny chance of success anyway?). If no 'Counter-Intel then the Intel Op has a "Percentage of Success". Have this field a text field within each Intel Project so the modders could change it to what they think is appropriate. i.e.. Ship Blueprints - "Percentage of Success" = 80% i.e.. Ship Bomb - "Percentage of Success" = 25% i.e.. Puppet Political Parties - "Percentage of Success" = 5% Having a "Percentage of Success" would stop all Intel ops succeeding when you remove their 'Counter Intel, and it would make you think more on which Intel projects would benefit you more. Do you want to risk 10K Intel points on a ship bomb project with a 20% chance, or learn the blue prints on that new Dreadnaught for 15K, with a 80% chance of success? |
Re: Is the intelligence in SE(?) ok?
Having a (low) chance of success is a very good idea. With these lesser chances, the ability to store counterintel points should be removed, and the system might actually work. You either have more CI or you don't. If you do not have enough CI, the spies do not make devastating damage for sure every turn, but have a small chance every turn. And this not after dozens of turns wearing down CI defenses but from the first turn of the intel clash onwards.
Another interesting option might be to offer different spcialized CI projects, which are more effective in their field (e.g. planet sabotage, ship sabotage, etc) but do not affect intel in other fields at all. So you have more choices than just "everything to counter intel" every turn. |
Re: Is the intelligence in SE(?) ok?
How does this idea strike you all? It is a sort of recombination of ideas posted.
Chance for succesfully defending against an intel attack should be developed into the advanced traits Category so that you can pick one based on how you perceive your race. This would allow moders to tinker with the numbers for new races added after release of SE5. It would also allow for variations amongst species. For example you may be able to bribe a dirty human official into leading a planet into rebellion but you wouldn’t have it easy trying to get a hive minded queen to do the same thing. I don’t want to start throwing out percentages right now; anyway if Aaron likes the idea we would only need to develop guidelines for the base races that would be included in SE5 such as the Eee. This selectable advanced traits option would serve as the chance to counter an intel attack and thus you could remove the counter intel Category from the Intelligence screen. Follow me? [ December 18, 2003, 02:10: Message edited by: President Elect Shang ] |
Re: Is the intelligence in SE(?) ok?
Personally I don't like the idea to drop counter intel at all. And for me the ability to store counter intel points was actually an improvement of SE IV compared to SE III. However I like the idea of a racial characteristic (more than a racial trait) where you can alter the success rate of enemy intel projects in the game setup pretty much like the defensiveness characteristic works for combat. And if the ability "Change Bad Intelligence Chance - System" is fixed as promised in the next patch we will have many possibilities to modify the intel actions already in SE IV.
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Re: Is the intelligence in SE(?) ok?
I didn’t mean to say that the storage of intel points should be dropped. If you drop the counter intel projects because you have different selectable levels of “counter intel defense”, for lack of a better name, than that equates to focusing on offensive intel projects. Also Q I am not sure what you mean by racial (species) characteristics as opposed to racial (species) traits, could you please expand on this concept for me?
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Re: Is the intelligence in SE(?) ok?
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Re: Is the intelligence in SE(?) ok?
Right, I guess I had a mind blank, actually no, I was thinking of the chocolate covered cherries I was making at the time. I would prefer to see it introduced as a species trait. As the game stands now Intelligence is a species characteristic, but it is very generic. I see what you are saying though, that it should be split into categories (right) like intel-defense, intel-offense for example. I think this may (or may not) complicate things more. It is an idea worth exploring though.
Do enough of us here like both points that we can safely split into two paradigms and discuss the pros and cons? Paradigm 1) Intelligence as a species characteristic. Paradigm 2) Intelligence as a species trait. |
Re: Is the intelligence in SE(?) ok?
How about both?
Using a model you've been discussing, maybe treat Intel like combat bonuses; each empire gets trait, characteristic, and training / experience values. Subtract total "Offensive" from "Defensive" (or vice versa) and that is the "percent chance of sucess". Oversimplified, but sounds feasible to me....anyone else? EDIT: Isn't that how "Chance to Hit" is calc'ed now??? Without using any Talisman-like features, that should always provide a chance to suceed AS WELL AS a chance to fail. [ December 18, 2003, 17:50: Message edited by: rdouglass ] |
Re: Is the intelligence in SE(?) ok?
I follow what you are saying and it too is a good idea. I see two problems with this though.
1) Modding: Anyone who wanted to select an intelligence trait would be doing so for not. Another player could simply select higher bonuses in the intelligence species section. Consider that you can’t guess how your opponent divided up his bonus points for characteristics, but who amongst us does not know the advantages that are provided by the traits natural merchants or lucky. Do you see what I am getting at? If you select the trait lucky your opponent can’t raise anything in the characteristics area to make you unlucky. Thus I decided to split the ideas into the two paradigms below; they really can not coexist without some major tinkering with the game mechanics. 2) The second problem I see is that it would really be redundant. If you make the intel into a characteristic and get full customization than you would not have an incentive to waste points picking a trait that provides the same or similar bonuses. Of course I need not point out that you can easily cap the amount for points that can be spent but still. This [number 2] leads to another point. If the characteristic is customizable why have the trait which you can’t customize. I prefer the former over the latter because it will allow modders to have more [AI] control over the races they create. Also I really think that too much control, which characteristics selection could provide is a bad thing. Limiting it would be easier than having Aaron lay it in the code (un-modable) and it would help to flesh out the species identity RP wise. Not that characteristics don’t do the same thing already. Given this I will admit that there are holes in my idea. Still if you can mod in new offensive-intel projects you would not be able to mod in counter-intel projects if counter-intel is a characteristic. Man is this long. |
Re: Is the intelligence in SE(?) ok?
In the mod I have been working on for oh so long I have been dividing intel into several categories based on race mental makeup. I broke it into the following categories: - players must choose one, I did something similiar with technology
Strong Individuals Individuals Unified Society Unified Minds Hive Mind Single Mind Then based on that you get different intel CI and intel projects with varying costs. Individuals have weaker CI as it is easier to convince one to go against the whole etc. At the same time because it is known that they will and do act in this way they are more easily able to convince other species that they are acting independent and mean no harm, also each agent can act on own initiative causing less usage of empire wide resources (intel points). Single Mind has massive CI as everything is a single indivual. The pinky finger isn't going to betray the thumb. The Hive mind has similiar CI and both of those have very expensive non-CI projects that are limited in scope and ability as it will be harder for a race that is known to not possess indivual thought to penetrate into trusted areas of any other species, also every project requires special attention from the single mind and empire resources are more likely to be used(intel points). The unified signify species that while they have indivual thoughts they are either joined in a greater societal goal or are somehow linked mentally with a greater cohesion. These offer a more ballanced intel package with the society link being slightly weaker CI and increased offense and the unified minds being stronger CI but weaker offense. Seperate from those and optional picks that can compliment and offer extras to the above Open Borders - Better offensive intel in reduced project costs but weaker CI Default - Must pick if you don't take a different one so that normal intel is active, limitation of the SE4 mod system Closed Borders - Stronger CI but weaker offensive intel The system isn't perfect but it is the best I could come up with to incorporate individual alien societies/makeups/whatever into the intel system. Ideally I would want to have each project working like PPP with it having a chance to fail and succeed regardless of CI, have CI with limited point storage to stop small one turn projects in small numbers and Intel Sabotage to stop big programs. However SE4 doesn't allow moding of intel project success rates. PPP is 50% and everything else is 100% http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Is the intelligence in SE(?) ok?
Now that’s what I’m talking about. Just what I would like to see built into SE5 but as the norm that can be modded to, not that has to be created from scratch as you did. Also Aaron could very easily adjust it so that projects are 50% after CI fails. I can’t speak for him but I would say off hand that would take a load off of the design process. I would also throw that into the Species Trait Paradigm with your blessings. I truly like your idea, comment anyone?
You’re Open, Default, Closed Borders idea is just perfect the way it is now. If you read back to my first question you will see that THAT is the main problem I have had with the intel in SE(?). Such a simple problem was never addressed but your idea here would patch that up for nuts like me who don’t like the thought of spies slipping through the only WP to my home system to plague (pun intended) my Homeworld, and yet it should satisfy those that say one or two can no matter how vigilant you are. I bet Aaron could even mod it into the game with base CI and OI adjustments as a permanent fixture, much like selecting atmosphere type is. [ December 18, 2003, 20:29: Message edited by: President Elect Shang ] |
Re: Is the intelligence in SE(?) ok?
Keep in mind that modders can change the values of all racial traits for which a value makes since. Look at Hardy Industrialists, Advanced Storage Techniques, the supply one, etc. The only ones you can not change values for are the ones like Natural Merchants. How do you have a better "no spaceports required?" http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Is the intelligence in SE(?) ok?
I understand that, and natural merchants was just an example to demonstrate my point. The advantage will be that CI will reflect the idea [you have] of your species and most of all it will free up those intel points to assign to OI projects.
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Re: Is the intelligence in SE(?) ok?
The more I think about this the more I like the idea that intel works like space combat:
Basically the success chance of a intel project (that has not been stopped by counter intel) is for instance 50%. If the aggressor has raised his "offensive intel" racial characteristic to 110% it will increase to 60%. But if the target empire has raised its "defensive intel" racial characteristics to 120% the success rate drops to 40% (50+10-20). You still keep the racial characteristics of intel point production as it is now in SE IV. And if you like you may add some advanced racial traits like "intel immunity", that gives complete immunity to all attacking intel operations. This would be similar to the situation we have now with happiness and the advanced trait of "emotionless". You could make either this "intel immunity" very expensive and/or combine it with the inability to do any intel operations yourself. [ December 19, 2003, 09:17: Message edited by: Q ] |
Re: Is the intelligence in SE(?) ok?
That's kinda' what I was saying as well, Q. http://forum.shrapnelgames.com/images/icons/icon12.gif
To me, it doesn't seem like a big leap coding-wise to move the intel model to a system like the combat model. Along with Q's description and the combat engine, you'd be able to use System, Planet, and Component modifiers. You could build some sort of "Intel Headquarters" to increase resistence to intel in system. You could add intel components to ships to increase their CI ability agains Crew Insurrection; think something along the lines of Security Stations. It may also be possible to deal with intel more specifically. For instance, if I wanted to attempt PPP over an enemy planet, maybe I'd need to have a cloaked sat (or another type of unit or ship component) in the system (to simulate getting behind lines). You'd have to see a ship to use Crew Insurrection on it. Those kinds of 'granular' controls may be possible then. Probably already been discussed in other threads, but if we were able to vote on a model, that would be my vote.... <$.02> |
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