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September 20th, 2001, 03:16 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Would like a new intelligence model
QUOTE:
How about a remote self destruct device? It would let the home empire destroy the ship whenever the crew is subverted or a crew inserection takes place.
/QUOTE
Yeah, and then that gives your enemies the chance to try for the "Hack into remote destruct device" intel project. Muahahaha...
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 20th, 2001, 08:17 PM
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Would like a new intelligence model
quote: Originally posted by Q:
I agree with most of what you all said.
Additionally I would like to make the counter-intel easier, more or less like in SE III but with the proposed factor of loyalty as additional race modifier, that you can determine in the race setup.
I like the idea of a minumum time necessary to complete a specific intel project very much: like you can only build a ship at the construction rate of your space yard you would only be able to add a certain number of intel points to a specific intel projects per turn.
And I would really like working facilities (like the fate shrine is supposed to do, but doesn't) and may be components, that decrease the success chance of enemy intel operations in a system and/or on a planet. May be even some facility/component (expensive!) that renders a planet/ship immun against PPP or crew conVersion.
Well, I pointed out a long time ago that it makes no sense for all the units to go over with the planet. If you have troops on a planet they ought to remain loyal and fight it out with the population. That's one of the purposes of a garrison, after all. To protect from foreign invasion and to put down rebellion.
For ships, the Boarding Parties consist of space marines and ought to react against a crew insurrection just as troops ought to react against a PPP. This would result in the "use" of the Boarding parties, of course, and you'd have to get the ship repaired but this is much better than loss of a ship.
Other than these direct counter-measures, the happiness level of your empire ought to be reflected in resistance to subVersion. If all of your planets are 'jubilant' then why would people suddenly declare independence? And the same goes for ships. An empire full of angry and rioting planets would be quite different. Rebellion would be quite easy to stir up in this situation.
[This message has been edited by Baron Munchausen (edited 20 September 2001).]
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September 22nd, 2001, 01:49 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Would like a new intelligence model
quote: Originally posted by Q:
....I like the idea of a minumum time necessary to complete a specific intel project very much: like you can only build a ship at the construction rate of your space yard you would only be able to add a certain number of intel points to a specific intel projects per turn....
How about a new Intel facility: Intelligence Operations Center. This is where you SPEND those intel points generated by all those intel compounds scattered around your empire. IOC would work just like a Space Yard: it has a Projects que,which only runs one project at a time, and it has a maximum amount of points it can spend per turn. You want to run an extra CI project? Build another IOC. Want to spend more points per turn per project? Upgrade to the next level IOC.
In summary, have 2 intel facilities: one that generates intel points, and one that spends them. One project running per IOC, spnding cap on IOC. (This also fixes the "I only have 12 CI slots" bug/design decision.)
Also, you could spead the intel tech tree out. A lot. First level would give you the basics: Intel comound 1, IOC 1, CI 1, and maybe a couple of small inelligence gathering projects. (No sabatoge!) Then gradually introduce bigger and better projects per level, with facility upgrades every 3 levels. Of coarse, costs (both tech level and project) would have to be rebalanced....
Maybe for SE 5....
[This message has been edited by dumbluck (edited 21 September 2001).]
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September 21st, 2001, 06:46 PM
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Re: Would like a new intelligence model
Excellent idea Dumbluck!
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September 21st, 2001, 11:40 PM
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Re: Would like a new intelligence model
Actually, Dumbluck, that's what an Intelligence Facility already is. The 'location' where an intelligence project is created is in the ENEMY empire, not in yours.  So, though the extra 'queues' might be handy the logic is a bit off. Maybe counter-intelligence should be tracked seperately from the main intelligence projects list. I do agree that some sort of change to the way projects are managed is needed. It's a nightmare to take on 5 or 6 or more opponents at once in intelligence conflict. There just aren't enough slots to even defend yourself, let alone conduct your own operations. Yet, logically, if you are large enough and have the intelligence points it should not be difficult. The design of the intelligence system directly restricts your abilities. This is a serious game design flaw that was not present in SE III.
[This message has been edited by Baron Munchausen (edited 21 September 2001).]
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September 22nd, 2001, 10:44 PM
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Lieutenant Colonel
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Re: Would like a new intelligence model
BM: You are right. So we just combine the 2 facilities, add the IOC traits to those of the intel compound (It should produce and spend the same amount of points, obviously)
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