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-   -   Intelligence problems (http://forum.shrapnelgames.com/showthread.php?t=1618)

Weson102 January 26th, 2001 10:09 PM

Intelligence problems
 
Don't you think that the following intelligence projects need some work?

Order snafu - the human opponent is notified too quickly in the log when there has been a change of orders to one of their ships. Let a few turns pass by before it appears on the log.

Crew insurrection- too easy for human players to attack computer opponents with this tool.

apache January 27th, 2001 12:10 AM

Re: Intelligence problems
 
I agree totally. Order Snafu does nothing except make you find that ship and reset its orders. It would be much better if you were not notified at all, so for you to figure out, you either had to check orders every single turn, or wait till you see one of your brand spanking new dreadnoughts heading for the center of a black hole.
And with Crew Insurrection, it definitely needs a change. Maybe 40%/60% success rate so that it does not always work. Why must every single crew revolt? Can't some of them stay loyal? I think it should also depend on ship class. For instance, the crew of an escort is much less numerous than the crew of a dreadnought, so it should be easier to convert the entire crew in the escort. The dreadnought crew would be able to resist more since its much less probable that all the crew would revolt. I think that there should also be a small percentage where the ship is neither captured nor stays loyal, but instead it is self destructed (if it has the component) by the loyalists who could not hope to subdue the majority of the crew who wanted to revolt.

raynor January 28th, 2001 08:15 PM

Re: Intelligence problems
 
In my latest game, I had just finished building a Battle Cruiser with a stellar manipulation component on it. Of course, this is the one that mutinied. Fortunately, I was able to capture it before it wondered too far afield.

It was at that moment that I gained real respect for the intel projects.

Oh... the disrupt trade on is pretty nasty as well. I *had* been getting 100,000 minerals a turn from a 20% trade treaty. That one really hurt.

Always remember to click the little box that says 'Repeat Projects' http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


Baron Munchausen January 28th, 2001 08:42 PM

Re: Intelligence problems
 
It would be cool if the "Boarding Parties" (which consist of squads of marines, after all) could act as "security police" and recapture a ship that mutinies. You'd then have another incentive to use them.

Also, your TROOPS on a planet should both reduce the chance of a PPP being successful, and FIGHT the rebellious populace if it is successful. If they win, the planet is reconquered for your empire. As it is now, ALL of the units on a planet join in the rebellion. Argh!

[This message has been edited by Baron Munchausen (edited 28 January 2001).]

Weson102 January 29th, 2001 02:02 AM

Re: Intelligence problems
 
Made some changes in the Intelligence project data file. Only two changes.

1. you will not be notified if you are on the defense from an ' Order Snafu '.
2. Increased cost of 'Crew Insurrection' from
50,000 to 100,000.

posted it a day or so ago in the scenario/mod section.

[This message has been edited by Weson102 (edited 29 January 2001).]


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