Euler -> Espionage and Tech Stealing (7/7/2014 6:45:51 PM)
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Looking at espionage, it seems there is a problem with the reported success % of a mission and I think there could be some play balancing and wish list suggestions here. The current problem is that it is reported that the % chance of mission success does not seem to be right-success rates of 90+% are reported that get caught more than 10%. This may be due to counterespionage but it seems there should be some way to indicate that. Is this a known bug that needs fixing or is it working as intended? With regard to espionage play balance I got the chance to play as Ugnari with Tex Ixito, who starts with 70% espionage. He was able to easily steal techs from other empires and got above 100% espionage over time, and I could steal from pretty much anyone with little chance of being caught. Maybe that's an extreme case but it seemed a little too easy, it could be a fault with the algorithm or maybe we should not have such powerful intelligence agents. On to wish list suggestions, I think certain governments should have modifiers for espionage/stealing tech. For example it should be easier to steal tech from an open government (democracy) than a closed one (darkness). That could make the government more interesting than just an economic/military one. Mixing races and governments could give you all different types of espionage advantages. What do y'all think?
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