quote:
Originally posted by suicide_junkie:
I belive that you need one defence project to block each attack.
ie. if you have 4 defence projects, and the enemy does 5 attack projects in one turn, you can only block 4.
Level I ops are cheap, so you can get more of them done in a single turn.
I agree with your first point - one counter-intel project blocks one intel project.
However, I still think that a Level I counter-op will only block a Level I op, etc.
(edit: see my post at top of the thread - I'm wrong about the Level I only blocking Level I; however, some of the other points here are important)
Otherwise, both of my Level II counter-operations would have "succeeded" and only one of the Level III counter-ops would have succeeded. Instead, my first, third and fourth projects successfully completed, (levels 2, 3 and 3, respectively) while the second operation (a Level II counter-op) "failed" (i.e., I spent enough points to finish, but had no operation to block).
(edit: I can't explain this, given the info about defense projects applying equally to all incoming intel projects)
(EDIT: HERE'S THE IMPORTANT BIT)
I'd also like to clear up another point: you don't have to finish spending the full 100,000 points (or whatever) to have a counter-intel project succeed. In fact, if you spend all the points, and there isn't a project to block, the counter-intel project will fail. If there IS a project to be blocked, if you've built up enough counter-intel points, the project will IMMEDIATELY end, and block the operation.
An example:
I have (for instance) 80,000 intel points being generated each turn. I run 2 Counter-Intel I's, 3 Counter-Intel II's, and 3 Counter-Intel III's. Dividing points evenly (of course), that leaves 10,000 points for each counter-operation per turn.
The enemy is running (for instance) "Ship Bomb" and "Engine Damage" against me. Each costs 10,000 points. Assume he is able to complete both operations in one turn. Both of my Level I counter-operations would "complete" every turn, with a message "Intel Project Blocked". Note that I didn't have to spend 100,000 points to block a 10,000 point operation. In fact, there's a setting in the "Settings" data file that implies I only have to spend 8,000 points to block a 10,000 point operation. I haven't tested that yet, but it's a neat idea.
To extend the example, "Crew Insurrection" is a Level II operation, and costs 50,000 points. I could counter that operation at least every five turns (length of time required to build up 50,000 counter-intel II points in my example above); if the "Settings" thing works, I only need to spend 40,000 points, so I could block Crew Insurrection every 4 turns; since I have three CI-II projects running, I could block three Crew Insurrections every four turns.
(edit: given the information about defensive intel projects, just ignore the levels mentioned above; but don't ignore the fact that Crew Insurrection is blocked, and a defensive project "completes", after spending only 40,000 or 50,000 points, not the full cost of the counter-intel operation).
[This message has been edited by DirectorTsaarx (edited 28 February 2001).]