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Intel Oddity
I emailed this to MM. Your thoughts?
Why does Economic Disruption lower enemy resource storage by 10000 points and cost 20000 intel, whereas Resource Procurement steals 10000 resource points (lowers enemy total storage and raises your own stored resources by 10000), but only costs 15000? Shouldn't it be more expensive than Economic Disruption because it does 2 things, and Economic Disruption only does one? |
Re: Intel Oddity
Perhaps disruption has a higher chance to succeed?
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Re: Intel Oddity
100% chance once past CI. All projects have a 100% except for Puppet Political Parties, which gets 50% hard coded.
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Re: Intel Oddity
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Re: Intel Oddity
Yes Spoon, we know that all to well, don't we. http://forum.shrapnelgames.com/images/icons/tongue.gif
[ March 20, 2003, 18:46: Message edited by: Imperator Fyron ] |
Re: Intel Oddity
I agree. Procurement should be more expensive. To destroy resources, an agent could plant a bomb near a storage facility but to move resources from that planet to your own empire would be a lot more difficult
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Re: Intel Oddity
Intel does seem pretty unbalanced. Either nothing gets through and you are fine, or everything gets through and you are toast.
Does anyone know if there are plans to change it in future Versions? Spig |
Re: Intel Oddity
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Whether or not it will indeed change we don't know for sure yet. But I'm sure Aaron is planning on changing it since 90% of the people that play SEIV say the Intel system isn't the best. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Intel Oddity
who are the 10%???
maybe they just dont say that? |
Re: Intel Oddity
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Re: Intel Oddity
Well, there is surely a percentage who haven't said anything, and some players won't notice or care that the intel system isn't great. I don't know of any real fans of the current system, though.
PvK |
Re: Intel Oddity
I am no great fan of this system but I can imagine that it would really anger me if the intelligence was chance-based. There are moments when you are bigger and don't want to be bothered by smaller nations' sabotages. You have typically 2 counter-intelligence projects running so if you want to attack someone you have 2 options: Attack with 1/3 of your agents and be ready to defend or attack with everyone sacrificing your defenses. I believe this is a good system. This way you have to be really big or determined to harm enemy. There are two improvements that should be done: If you have repeated projects(counter-intelligence), take them as one big so that you will not have any gaps. You should have to have the ability to control the flow more. For example it would be great to set counter-intelligence to repeat indefinitely with a maximum 20000 points per turn while conducting a one-time action with unlimited investments. That would be the system I would like to have in Space Empires.
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