Darkspire -> RE: Espion missions (12/17/2012 5:12:09 PM)
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ORIGINAL: Arcatus Been a few mentions of successful spies lately. Do I just get useless spies? Step one: Send spy on one year mission. Low risk Step two: Spy gets captured/killed/fails Step three: Run out of spies....? (Step four: Mod the game so your spies are "slightly" better) [sm=innocent0009.gif] So yes, a "Keep doing mission x" option would be highly appreciated. All your tech.. belongs to me. But anyway, ignoring the modding/cheating step - before I did that I could not keep a sustainable spying force - I always ran out of spies. Admittedly I jumped to step four after only ~3-4 full games, but I wanted to spy. Did I just have bad rng? Can you actually keep a spy for more than 3-4 missions in an unmodded game? Spies are pretty useful for filling holes in the tech tree, the suggestion of having an option to auto re-assign would be a real time saver. Spies are only really any good when you train them (something like IG2's spy training would be cool), I find that for the first mission after first contact its good to 'obtain' the territory map and then just select sabotage, if you select the three months then select the target base / planet, leaving it selected on target, you can then use the mouse wheel to scroll through all the targets, find the highest % and send them off. Do this a few times and you can drop the 3 months down to a month, the target % chance should stay the same and you get them back quicker. After doing about 6-8 one month missions then there just about ready for a 'research grab' in a three month slot, if you cant do it with a 3 month slot then send them off to blow things up again, rinse and reapeat. Sending spies off for 'research grabs' untrained is a sure fire way to end up losing them. Darkspire
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