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May 21st, 2001, 10:00 PM
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Private
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Join Date: May 2001
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Crew Insurrections - to powerful?
I am currently in a game where the Terran's have taken a rather significant disloke to me. Fortunately they are 2 clusters away from me - limiting contact between our empires.
However, I have stumble upon Crew Insurrection as a seeminly powerful strategy. For 50,000 Intellignce points (not difficult to get) I initiate a Crew Insurrection against (which has yet to fail after 20 times):
1) Any human ship entering my space (eliminating a potential raider)
2) Baring that take a random ship and instantly go into combat taking out about 1 other ships with me.
I have also used this technique to create my "zoo" where I cause insurrection on 1 colony ship for each race.
Based off of this experience here it seems that 50k for crew insurrection is to cheap/to powerful. Thoughts on this or have I just gotten lucky?
FYI: I am playing with DevnullMod v 1.31 so the perceived problem may be there or in baseline - have yet to determine
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May 21st, 2001, 10:08 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Crew Insurrections - to powerful?
That is a very powerful project and probably either too successful or too cheap IMO.
The AI doesn't use Intel as good as a human player. I usually remove it from the game if I'm playing solo.
You could change the cost if you wanted, maybe make it 200k or higher. I wouldn't make it higher than the counter-intel 4 cost though or you could not counter it at all.
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May 21st, 2001, 10:27 PM
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Corporal
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Join Date: Apr 2001
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Re: Crew Insurrections - to powerful?
I sorta agree here. On one hand, i like to use it sparingly, but now that you mention it, I can see how a multiplayer game could, given the right set of players, devolve into a battle of intelligence...out of the trenches and into the offices, folks.
__________________
Watch ya-self.
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May 21st, 2001, 11:39 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Crew Insurrections - to powerful?
Ya, taking complete control/ownership of a military ship with intel ops sounds pretty hard to me.
I would suggest that it be given a chance to fail equal to say, 10% for every control system, crew quarters, or boarding/security component, and also add in the crew experience rating. So a cruiser with bridge, two crew quarters, a security team, and +20% skill rating would have a 60% chance of blocking takeover attempts. Larger ships would be harder to take over (more crew quarters), and players wishing harder-to-conquer ships could add appropriate components to their designs.
Master-computer-only ships would be easier to take over this way, which to me makes a lot of sense. I'd also remove their skill abilities, but then, I'd remove it for all purposes, too.
PvK
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May 21st, 2001, 11:55 PM
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Sergeant
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Re: Crew Insurrections - to powerful?
quote: Originally posted by PvK:
I would suggest that it be given a chance to fail equal to say, 10% for every control system, crew quarters, or boarding/security component, and also add in the crew experience rating. So a cruiser with bridge, two crew quarters, a security team, and +20% skill rating would have a 60% chance of blocking takeover attempts. Larger ships would be harder to take over (more crew quarters), and players wishing harder-to-conquer ships could add appropriate components to their designs.
Sounds good to me.
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Hail Caesar!
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May 22nd, 2001, 02:13 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Crew Insurrections - to powerful?
It would be nice if there was a way to vary the approximate success rate for the intel projects. You could create races that were good at stealing or spying or mis-information.
The way it is now it is just a numbers game, if you have enough points built up you stop a project and if enough races are intelling you so that more than 12 projects hit you at once there is no defense. I have rarely seen a project fail on it's own, one that was not defeated by counter intel.
Hopefully Intel is on the list of future things to be improved.
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