WanderingHead -> RE: Tweak to spying needed? (10/6/2007 7:33:43 PM)
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quote:
ORIGINAL: Marshall Art The formulae above which limit the actual steals to 3-4 out of 10 - do they treat each tech identically (i.e. same probability) or are the first that are calculated by the game engine preffered? There should be an equal chance of each tech being stolen, I am not sure just from looking at the formulae. The forumula I proposed would be applied equally to all techs eligible for theft. It wouldn't actually limit the number of possible thefts, it would just make it less probable that you steal a huge number while still allowing you a reasonable probability to steal a few. At the same time, buying more spies would still allow you to steal more, because it is not a hard limit, just a probability adjustment, and the probability still gets better with more spies. I was trying to solve the problem "How do you make it more difficult to steal 5 techs if I'm behind in 5 techs, without making it inordinately difficult to steal 1 tech if I'm behind in only 1 tech?" This technique solves that problem. Limiting it to one tech per turn is actually slightly harder to accomplish (we have to bear in mind that the SW can't just use the first tech to pass, that would bias towards certaint techs always being stolen and other techs never being stolen), and I think that being a hard limit it is less desirable (with high numbers of attacking spies you'd always steal exactly one tech, removing the uncertainty entirely). quote:
ORIGINAL: Marshall Art If you cannot (or are unwilling) to limit expenditures per turn for spies, maybe "rolling formulae" that reduce spying efficiency each turn would be an easier solution which would force players to keep investing into spies? This is more easily and straightforwardly attained by removing attacking spies, increasing their attrition rate. I think the most sensible way to do this is to make it more likely that you lose spies the more of them you have. You could even say that you round(die(number_attacking_spies)/10) (which on average is 5%) spies every turn, regardless of security, just to represent the ungoing cost of spying operations. Let me suggest 3 concepts, generically (details for my specific proposals are above) 1) the probability of theft reduces inversely to the number of techs you can steal, so it can be hard to steal all 10 if behind in 10 without being too hard to steal 1 if you are behind in 1. 2) attrit the number of spies in a way that you tend to lose more if you have more (two different ways suggested in the thread, modified security roll or straight proportional attrition independent of security). 3) you only benefit from spies this turn that you had at the beginning of the turn. Spies acquired this turn don't help until next turn.
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