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  #1  
Old May 22nd, 2001, 02:13 AM

Marty Ward Marty Ward is offline
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Default 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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Old May 22nd, 2001, 02:50 AM

rdouglass rdouglass is offline
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Default Re: Crew Insurrections - to powerful?

Maybe a possibility for a new facility, ability, or comp - loyalty. Maybe a facility that decreases (or makes more expensive for the enemy) to Puppet PP's, Anarchy Groups, and Crew Ins. Or part of a racial tech or a 'slider' in the race setup. I personally don't have any solid ideas 'cause I'm not real familiar with modding fac's, abilities, etc. so I'll defer to the experts in that area.

Maybe a feature for the proposed expansion pack that has been discussed recently?

I am definitely also of the opinion that those 3 Intel Ops (mentioned above) are too easy and too inexpensive. It would be nice to make it adjustable instead of what we have now - Intel 'On' or 'Off'.

EDIT: Cool! ..I just made First Louie...

[This message has been edited by rdouglass (edited 22 May 2001).]
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  #3  
Old May 22nd, 2001, 10:50 AM
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Default Re: Crew Insurrections - to powerful?

I agree with you that more counter intelligence possibilities would be good. Especially a "loyalty" component and facility, which protects ships/planets would be very nice. Unfortunately after my observations the fate shrine, which should give some protection against sabotage actions, does not do it.
At the moment the only thing we can do is to increase the costs of these intel projects.
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Old May 22nd, 2001, 06:24 PM

Utrecht Utrecht is offline
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Default Re: Crew Insurrections - to powerful?

Which I think would work.

Another Irony of the Crew Insurr. and it extreme power is the ability to analyze the Ship - possible getting 1-X technologies all for 50K

I would think that Crew Inssurection should be at least 300k - This forces someone with even a large investment in Intel (100k/turn) to take up to 3 turns (all the while sacrificing his on counter-intel)
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  #5  
Old May 24th, 2001, 03:37 AM
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mottlee mottlee is offline
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Default Re: Crew Insurrections - to powerful?

Hmmm....Every time I try a crew In I get the slowest ships or I get a space station (sitting duck)


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  #6  
Old May 24th, 2001, 07:22 AM
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Default Re: Crew Insurrections - to powerful?

quote:
Originally posted by mottlee:
Hmmm....Every time I try a crew In I get the slowest ships or I get a space station (sitting duck)





Well that's your fault . You can target the crew insurrection to any ship of the enemy you know!
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  #7  
Old May 24th, 2001, 05:50 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Crew Insurrections - to powerful?

I have repeatedly, and loudly, requested counter measures for both PPP and Crew Insurrection. If your TROOPS on a planet would remain loyal and fight with the population of a PPP'd planet just as if it were an invasion then you'd have a real reason to garrison important planets with troops. It would be much more realistic and make the use of PPP much more difficult. In fact, you'd probably see people choosing to try it on 'backwater' planets where there isn't likely to be a garrison -- which would also be more realistic. Add in some sort of accounting for the happiness level of the planet in deciding the success rate and you've got a pretty decent game system. Similarly, if the marines in a boarding parties component would try to take control of a ship that mutinies, just as if they were boarding an enemy ship, you'd have a reason to use boarding parties instead of just sticking a self-destruct device on your ship. As with everything else, keep asking. It takes a lot of consistent requests to get through the noise level that MM is living with.

[This message has been edited by Baron Munchausen (edited 24 May 2001).]
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