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Old March 5th, 2001, 07:55 PM

Lastseer Lastseer is offline
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Default Proposed counter intelligence fix

FIRST: INTELLIGENCE AS I UNDERSTAND IT:

Right now when you spend on counter intelligence, points are store in that project. If the computer is commencing an intelligence project against you, the engine checks if you are doing counter intelligence. If you are the engine checks if you are doing a high enough counter intelligence to stop that project. If you are the engine checks to see if you have spent enough points to counter that project. If you have the engine cancels the action against you and sets you back that many points in your counter intelligence project. If all the Conditions above fail, then the project just succeeds.

SECOND: THE PROBLEM

If you finish a CI (counter intelligence) operation the same turn that a project finished against you, you are helpless. This is despite far outspending that other person in Intelligence points.

To combat this people have been spending on multiple CI projects at once staggered. However sometimes they sync up and you still lose out. Or having 10 projects 7k in, won't help against a 10k intelligence operation on you.

THIRD: THE PROPOSED SOLUTION

Mod the Intelligence projects file so all the CI projects have an effective cost of infinity (cost 10,000,000,000 points) to complete. Then you should never have to have more than 1 of your most advanced CI projects running. Then CI comes down to who is spending more on intelligence. If he outspends you offsensively, he gets you. If your defense outspends his offense, then you're safe.

What do you think?


[This message has been edited by Lastseer (edited 05 March 2001).]
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