How to make espionage interesting...

By on May 16, 2008 10:18:22 PM from GalCiv II Forums GalCiv II Forums

revjwh

Join Date 02/2006
+3

It's too bad espionage is so limited.  Imagine this: based on the # of spies you would expend you could commit different acts.

5 spies = sabotage of 1 structure

10 spies = sabotage of 3 structures or lower moral significantly, or invoke a revolt

15 spies = bomb a planet and destroy 60-100% of everything on it

20 spies = bomb it and leave it's PQ permanently altered

 

Something along these lines would actually make spies and espionage as a main way of playing a viable strategy.  Throw in stealing tech, sabotaging ships, getting them to mutiny etc.

I miss the Darloks.

J

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May 17, 2008 9:33:37 AM from GalCiv II Forums GalCiv II Forums
There is significantly more wrong with the current espionage system than just limited options, as I recently wrote in WWW Link
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May 17, 2008 9:34:38 AM from GalCiv II Forums GalCiv II Forums
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May 21, 2008 1:16:29 PM from GalCiv II Forums GalCiv II Forums
Just added my own thoughts on spying without seeing your post... I also liked the team effort for spying
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